/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/dcgf.h" #include "engines/wintermute/Base/BFont.h" #include "engines/wintermute/Base/BFontBitmap.h" #include "engines/wintermute/Base/BParser.h" #include "engines/wintermute/Base/BFileManager.h" #include "engines/wintermute/Base/BFontTT.h" #include "engines/wintermute/Base/BGame.h" namespace WinterMute { ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// IMPLEMENT_PERSISTENT(CBFont, false) ////////////////////////////////////////////////////////////////////// CBFont::CBFont(CBGame *inGame): CBObject(inGame) { } ////////////////////////////////////////////////////////////////////// CBFont::~CBFont() { } ////////////////////////////////////////////////////////////////////// void CBFont::drawText(byte *text, int x, int y, int width, TTextAlign align, int max_height, int MaxLenght) { } ////////////////////////////////////////////////////////////////////// int CBFont::getTextHeight(byte *text, int width) { return 0; } ////////////////////////////////////////////////////////////////////// int CBFont::getTextWidth(byte *text, int MaxLenght) { return 0; } /* ////////////////////////////////////////////////////////////////////// HRESULT CBFont::loadFile(const char * Filename) { BYTE* Buffer = Game->_fileManager->readWholeFile(Filename); if(Buffer==NULL){ Game->LOG(0, "CBFont::LoadFile failed for file '%s'", Filename); return E_FAIL; } HRESULT ret; _filename = new char [strlen(Filename)+1]; strcpy(_filename, Filename); if(FAILED(ret = loadBuffer(Buffer))) Game->LOG(0, "Error parsing FONT file '%s'", Filename); delete [] Buffer; return ret; } TOKEN_DEF_START TOKEN_DEF (FONT) TOKEN_DEF_END ////////////////////////////////////////////////////////////////////// HRESULT CBFont::loadBuffer(byte * Buffer) { TOKEN_TABLE_START(commands) TOKEN_TABLE (FONT) TOKEN_TABLE_END char* params; int cmd; CBParser parser(Game); if(parser.GetCommand ((char**)&Buffer, commands, (char**)¶ms)!=TOKEN_FONT){ Game->LOG(0, "'FONT' keyword expected."); return E_FAIL; } Buffer = (byte *)params; while ((cmd = parser.GetCommand ((char**)&Buffer, commands, (char**)¶ms)) > 0) { switch (cmd) { case TOKEN_IMAGE: surface_file = (char*)params; break; case TOKEN_TRANSPARENT: parser.ScanStr(params, "%d,%d,%d", &r, &g, &b); custo_trans = true; break; } } if (cmd == PARSERR_TOKENNOTFOUND){ Game->LOG(0, "Syntax error in FONT definition"); return E_FAIL; } return S_OK; } */ ////////////////////////////////////////////////////////////////////////// int CBFont::getLetterHeight() { return 0; } ////////////////////////////////////////////////////////////////////////// HRESULT CBFont::persist(CBPersistMgr *persistMgr) { CBObject::persist(persistMgr); return S_OK; } ////////////////////////////////////////////////////////////////////////// CBFont *CBFont::createFromFile(CBGame *Game, const char *Filename) { if (isTrueType(Game, Filename)) { CBFontTT *Font = new CBFontTT(Game); if (Font) { if (FAILED(Font->loadFile(Filename))) { delete Font; return NULL; } } return Font; } else { CBFontBitmap *Font = new CBFontBitmap(Game); if (Font) { if (FAILED(Font->loadFile(Filename))) { delete Font; return NULL; } } return Font; } } TOKEN_DEF_START TOKEN_DEF(FONT) TOKEN_DEF(TTFONT) TOKEN_DEF_END ////////////////////////////////////////////////////////////////////////// bool CBFont::isTrueType(CBGame *Game, const char *Filename) { TOKEN_TABLE_START(commands) TOKEN_TABLE(FONT) TOKEN_TABLE(TTFONT) TOKEN_TABLE_END byte *Buffer = Game->_fileManager->readWholeFile(Filename); if (Buffer == NULL) return false; byte *WorkBuffer = Buffer; char *params; CBParser parser(Game); bool Ret = false; if (parser.GetCommand((char **)&WorkBuffer, commands, (char **)¶ms) == TOKEN_TTFONT) Ret = true; delete [] Buffer; return Ret; } } // end of namespace WinterMute