/* 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. * */ #include "common/file.h" #include "common/str.h" #include "common/stream.h" #include "common/textconsole.h" #include "common/winexe_ne.h" #include "common/winexe_pe.h" #include "graphics/surface.h" #include "graphics/fonts/winfont.h" namespace Graphics { WinFont::WinFont() { _glyphs = 0; close(); } WinFont::~WinFont() { close(); } void WinFont::close() { _pixHeight = 0; _maxWidth = 0; _firstChar = 0; _lastChar = 0; _defaultChar = 0; _glyphCount = 0; delete[] _glyphs; _glyphs = 0; } // Reads a null-terminated string static Common::String readString(Common::SeekableReadStream &stream) { Common::String string; char c = stream.readByte(); while (c && stream.pos() < stream.size()) { string += c; c = stream.readByte(); } return string; } static WinFontDirEntry readDirEntry(Common::SeekableReadStream &stream) { WinFontDirEntry entry; stream.skip(68); // Useless entry.points = stream.readUint16LE(); stream.skip(43); // Useless (for now, maybe not in the future) readString(stream); entry.faceName = readString(stream); return entry; } bool WinFont::loadFromFON(const Common::String &fileName, const WinFontDirEntry &dirEntry) { Common::WinResources *exe = Common::WinResources::createFromEXE(fileName); if (!exe) return false; bool ok = loadFromEXE(exe, fileName, dirEntry); delete exe; return ok; } bool WinFont::loadFromEXE(Common::WinResources *exe, const Common::String &fileName, const WinFontDirEntry &dirEntry) { // Let's pull out the font directory Common::SeekableReadStream *fontDirectory = exe->getResource(Common::kWinFontDir, Common::String("FONTDIR")); if (!fontDirectory) { warning("No font directory in '%s'", fileName.c_str()); return false; } uint32 fontId = getFontIndex(*fontDirectory, dirEntry); delete fontDirectory; // Couldn't match the face name if (fontId == 0xffffffff) { warning("Could not find face '%s' in '%s'", dirEntry.faceName.c_str(), fileName.c_str()); return false; } // Actually go get our font now... Common::SeekableReadStream *fontStream = exe->getResource(Common::kWinFont, fontId); if (!fontStream) { warning("Could not find font %d in %s", fontId, fileName.c_str()); return false; } bool ok = loadFromFNT(*fontStream); delete fontStream; return ok; } uint32 WinFont::getFontIndex(Common::SeekableReadStream &stream, const WinFontDirEntry &dirEntry) { uint16 numFonts = stream.readUint16LE(); // Probably not possible, so this is really a sanity check if (numFonts == 0) { warning("No fonts in exe"); return 0xffffffff; } // Scour the directory for our matching name for (uint16 i = 0; i < numFonts; i++) { uint16 id = stream.readUint16LE(); // Use the first name when empty if (dirEntry.faceName.empty()) return id; WinFontDirEntry entry = readDirEntry(stream); if (dirEntry.faceName.equalsIgnoreCase(entry.faceName) && dirEntry.points == entry.points) // Match! return id; } return 0xffffffff; } bool WinFont::loadFromFNT(const Common::String &fileName) { Common::File file; return file.open(fileName) && loadFromFNT(file); } char WinFont::indexToCharacter(uint16 index) const { // Use a space for the sentinel value if (index == _glyphCount - 1) return ' '; return index + _firstChar; } uint16 WinFont::characterToIndex(uint32 character) const { // Go to the default character if we didn't find a mapping if (character < _firstChar || character > _lastChar) character = _defaultChar; return character - _firstChar; } int WinFont::getCharWidth(uint32 chr) const { return _glyphs[characterToIndex(chr)].charWidth; } bool WinFont::loadFromFNT(Common::SeekableReadStream &stream) { uint16 version = stream.readUint16LE(); // We'll accept Win1, Win2, and Win3 fonts if (version != 0x100 && version != 0x200 && version != 0x300) { warning("Bad FNT version %04x", version); return false; } /* uint32 size = */ stream.readUint32LE(); stream.skip(60); // Copyright info uint16 fontType = stream.readUint16LE(); /* uint16 points = */ stream.readUint16LE(); /* uint16 vertRes = */ stream.readUint16LE(); /* uint16 horizRes = */ stream.readUint16LE(); /* uint16 ascent = */ stream.readUint16LE(); /* uint16 internalLeading = */ stream.readUint16LE(); /* uint16 externalLeading = */ stream.readUint16LE(); /* byte italic = */ stream.readByte(); /* byte underline = */ stream.readByte(); /* byte strikeOut = */ stream.readByte(); /* uint16 weight = */ stream.readUint16LE(); /* byte charSet = */ stream.readByte(); uint16 pixWidth = stream.readUint16LE(); _pixHeight = stream.readUint16LE(); /* byte pitchAndFamily = */ stream.readByte(); /* uint16 avgWidth = */ stream.readUint16LE(); _maxWidth = stream.readUint16LE(); _firstChar = stream.readByte(); _lastChar = stream.readByte(); _defaultChar = stream.readByte(); /* byte breakChar = */ stream.readByte(); /* uint16 widthBytes = */ stream.readUint16LE(); /* uint32 device = */ stream.readUint32LE(); /* uint32 face = */ stream.readUint32LE(); /* uint32 bitsPointer = */ stream.readUint32LE(); uint32 bitsOffset = stream.readUint32LE(); /* byte reserved = */ stream.readByte(); if (version == 0x100) { // Seems Win1 has an extra byte? stream.readByte(); } else if (version == 0x300) { // For Windows 3.0, Microsoft added 6 new fields. All of which are // guaranteed to be 0. Which leads to the question: Why add these at all? /* uint32 flags = */ stream.readUint32LE(); /* uint16 aSpace = */ stream.readUint16LE(); /* uint16 bSpace = */ stream.readUint16LE(); /* uint16 cSpace = */ stream.readUint16LE(); /* uint32 colorPointer = */ stream.readUint32LE(); stream.skip(16); // Reserved } // Begin loading in the glyphs _glyphCount = (_lastChar - _firstChar) + 2; _glyphs = new GlyphEntry[_glyphCount]; for (uint16 i = 0; i < _glyphCount; i++) { _glyphs[i].charWidth = stream.readUint16LE(); // Use the default if present if (pixWidth) _glyphs[i].charWidth = pixWidth; _glyphs[i].offset = (version == 0x300) ? stream.readUint32LE() : stream.readUint16LE(); // Seems the offsets in the Win1 font format are based on bitsOffset if (version == 0x100) _glyphs[i].offset += bitsOffset; } // TODO: Currently only raster fonts are supported! if (fontType & 1) { warning("Vector FNT files not supported yet"); return false; } // Read in the bitmaps for the raster images for (uint16 i = 0; i < _glyphCount - 1; i++) { stream.seek(_glyphs[i].offset); _glyphs[i].bitmap = new byte[_pixHeight * _glyphs[i].charWidth]; // Calculate the amount of columns byte colCount = (_glyphs[i].charWidth + 7) / 8; for (uint16 j = 0; j < colCount; j++) { for (uint16 k = 0; k < _pixHeight; k++) { byte x = stream.readByte(); uint offset = j * 8 + k * _glyphs[i].charWidth; for (byte l = 0; l < 8 && j * 8 + l < _glyphs[i].charWidth; l++) _glyphs[i].bitmap[offset + l] = (x & (1 << (7 - l))) ? 1 : 0; } } #if 0 // Debug print debug("Character %02x '%c' at %08x", indexToCharacter(i), indexToCharacter(i), _glyphs[i].offset); for (uint16 j = 0; j < _pixHeight; j++) { for (uint16 k = 0; k < _glyphs[i].charWidth; k++) debugN("%c", _glyphs[i].bitmap[k + j * _glyphs[i].charWidth] ? 'X' : ' '); debugN("\n"); } #endif } return true; } void WinFont::drawChar(Surface *dst, uint32 chr, int x, int y, uint32 color) const { assert(dst); assert(dst->format.bytesPerPixel == 1 || dst->format.bytesPerPixel == 2 || dst->format.bytesPerPixel == 4); assert(_glyphs); GlyphEntry &glyph = _glyphs[characterToIndex(chr)]; for (uint16 i = 0; i < _pixHeight; i++) { for (uint16 j = 0; j < glyph.charWidth; j++) { if (glyph.bitmap[j + i * glyph.charWidth]) { if (dst->format.bytesPerPixel == 1) *((byte *)dst->getBasePtr(x + j, y + i)) = color; else if (dst->format.bytesPerPixel == 2) *((uint16 *)dst->getBasePtr(x + j, y + i)) = color; else if (dst->format.bytesPerPixel == 4) *((uint32 *)dst->getBasePtr(x + j, y + i)) = color; } } } } } // End of namespace Graphics