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AgeCommit message (Collapse)Author
2018-12-25ZVISION: Attempt to load fallback fonts from fonts.datCameron Cawley
2018-06-18ZVISION: Reuse UTF8->UTF32 converter from CommonEugene Sandulenko
2016-09-03JANITORIAL: Make GPL headers uniformEugene Sandulenko
2015-12-21ZVISION: Use the cell size mode when loading TrueType fontsBastien Bouclet
2015-12-21GRAPHICS: Introduce a size mode for TrueType fontsBastien Bouclet
Allows to match Windows font size selection by converting font heights to point sizes using the TrueType tables.
2015-07-07ZVISION: Reorganize detection dataDavid Russo
Migrated static detection data to detection_tables.h and removed the need for detection.h includes. Also edited game option descriptions.
2015-07-07ZVISION: Correct code styleDavid Russo
2015-04-11ZVISION: Silence gcc warningsMatthew Hoops
2015-02-14ZVISION: Check for point and style changes when early breaking from a font ↵RichieSams
change
2015-02-11ZVISION: Refactor text rendering code in order to fix word wrappingRichieSams
and clarify the logic. Fixes bug #6801
2015-02-08ZVISION: Draw transparent text in original save dialogTorbjörn Andersson
Before this change, text was drawn in black boxes in Zork Nemesis, so while this does make it look better (and more like the original) this may actually make the text slightly harder to read. The original dialogs allowed only upper-case letters, but I think that it's better to leave that to the player.
2015-01-20ZVISION: Convert subtitles to UTF-32 before rendering them (bug #6772)Torbjörn Andersson
Because we use Common::String to store UTF-8 data, the font renderer will draw the wrong glyphs for non-ASCII characters, unless we first convert the string to UTF-32. (I thought the same change would have to be made for the ZGI game over screens, but apparently they work anyway. At least the German version, I'm told.) I've discussed this change with [md5], and while it would probably be more correct to make the engine use UTF-32 throughout, that is also rather painful.
2015-01-13ZVISION: Add support for Liberation FontsFilippos Karapetis
These look better than the GNU FreeType fonts, and are thus preferred over them. Many thanks to eriktorbjorn for his work on the different fonts available Also, this commit cleans up the font style array, moving it back into the CPP file
2015-01-12ZVISION: Check eos() after reading from stream, not beforeTorbjörn Andersson
This fixes stray character in ZGI game over screen, when it reads an empty line of text.
2015-01-12ZVISION: Check for all the required fonts before starting a gameFilippos Karapetis
2015-01-11ZVISION: Avoid using floating point math when upscaling subtitle timingFilippos Karapetis
Spotted by clone2727
2015-01-10ZVISION: Change screen resolution for the hires DVD videos to 800x600Filippos Karapetis
Also, this hooks up the MPEG-PS decoder, but only if libmpeg2 is compiled in. The DVD videos are still disabled until AC3 audio support is implemented. The hires DVD videos are encoded a 720x480 resolution, with double the frame rate of the lowres ones (29.97FPS up from 15FPS)
2015-01-07ZVISION: CleanupFilippos Karapetis
2015-01-01ZVISION: Really fix truetype_font.cpp newlinesMatthew Hoops
They are now all LF.
2015-01-02ZVISION: Fix newline in truetype_font.cppFilippos Karapetis
2014-12-30ZVISION: Search fonts in game directory (e.g. in game/FONTS/)Marisa-Chan
2014-12-26ZVISION: Remove duplicate blitting code for images and animationsFilippos Karapetis
2014-12-24ZVISION: Set all the internal graphics operations to use RGB555 (1/2)Filippos Karapetis
This is the first part of the changes to make the engine use RGB555 internally again. This is done to simplify the rendering pipeline - the engine will use RGB555 internally, but will output to RGB565. The overall changes have been broken into two commits, thus this first commit will break all the game colors
2014-12-23ZVISION: Disable more unused codeFilippos Karapetis
2014-12-23ZVISION: Disable unused codeFilippos Karapetis
2014-12-23ZVISION: Add a comment about the special 0xCCCC characterFilippos Karapetis
2014-12-23ZVISION: Move all of the text related code togetherFilippos Karapetis
2014-12-23ZVISION: Ignore the special 0xCCCC character in subtitlesFilippos Karapetis
This seems to be used as a newline character
2014-12-22ZVISION: Error out when the game string file isn't foundFilippos Karapetis
2014-12-22ZVISION: Prefix some class member variables with an underscoreFilippos Karapetis
2014-12-19ZVISION: Delete unused codeMarisa-Chan
2014-12-16ZVISION: Fix the display of state variables, such as the high scoreFilippos Karapetis
Common::String::format() was used incorrectly. Also, state variables were handled incorrectly in the TTY text parser
2014-12-16ZVISION: Move all the file-related classes togetherFilippos Karapetis
2014-12-03ZVISION: Move the TruetypeFont classFilippos Karapetis
2014-12-03ZVISION: Remove superfluous spacing and reorder some includesFilippos Karapetis
2014-12-03ZVISION: Use the ScummVM defined type int32, instead of int32_tFilippos Karapetis
2014-11-20ZVISION: More CamelCase and a bit of comments cleanupMarisa-Chan
2014-08-04ZVISION: Define ID's for system stringsMarisa-Chan
2014-07-12ZVISION: Fix drawTxt y-position.Marisa-Chan
2014-07-12ZVISION: String manager only load text lines without parsing text styles.Marisa-Chan
2014-07-02ZVISION: Reorgonize source files into directories.Marisa-Chan