/* Copyright (C) 1994-1998 Revolution Software Ltd. * Copyright (C) 2003-2006 The ScummVM project * * 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. * * $Header$ */ #ifndef _MAKETEXT_H #define _MAKETEXT_H #include "sword2/debug.h" namespace Sword2 { // Output colour for character border - should be be black but note that we // have to use a different pen number during sequences #define BORDER_PEN 194 // Usually the only texts on screen are the subtitles and the mouse-over text, // but there can also be a considerable number of debugging messages... #define MAX_text_blocs MAX_DEBUG_TEXTS + 1 enum { // Doesn't keep the text inside the screen - only for debug text! NO_JUSTIFICATION = 0, // These all force text inside the screen edge margin when necessary POSITION_AT_CENTRE_OF_BASE = 1, POSITION_AT_CENTRE_OF_TOP = 2, POSITION_AT_LEFT_OF_TOP = 3, POSITION_AT_RIGHT_OF_TOP = 4, POSITION_AT_LEFT_OF_BASE = 5, POSITION_AT_RIGHT_OF_BASE = 6, POSITION_AT_LEFT_OF_CENTRE = 7, POSITION_AT_RIGHT_OF_CENTRE = 8 }; enum { DEFAULT_TEXT = 0, FINNISH_TEXT = 1, POLISH_TEXT = 2 }; // Info about the text, used to create the SpriteInfo struct struct TextBloc { int16 x; int16 y; uint16 type; byte *text_mem; }; // Info for each line of words in the output text sprite struct LineInfo { uint16 width; // Width in pixels uint16 length; // Length in characters }; class FontRenderer { private: Sword2Engine *_vm; TextBloc _blocList[MAX_text_blocs]; // Layout variables - these used to be defines, but now we're dealing // with three character sets int8 _lineSpacing; // no. of pixels to separate lines of // characters in the output sprite - negative // for overlap int8 _charSpacing; // no. of pixels to separate characters along // each line - negative for overlap uint8 _borderPen; // output pen colour of character borders uint16 analyseSentence(byte *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line); byte *buildTextSprite(byte *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines); uint16 charWidth(byte ch, uint32 fontRes); uint16 charHeight(uint32 fontRes); byte *findChar(byte ch, byte *charSet); void copyChar(byte *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen); public: FontRenderer(Sword2Engine *vm) : _vm(vm) { for (int i = 0; i < MAX_text_blocs; i++) _blocList[i].text_mem = NULL; } ~FontRenderer() { for (int i = 0; i < MAX_text_blocs; i++) free(_blocList[i].text_mem); } byte *makeTextSprite(byte *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border = BORDER_PEN); void killTextBloc(uint32 bloc_number); void printTextBlocs(); uint32 buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification); }; } // End of namespace Sword2 #endif