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/* 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.
*
* $URL$
* $Id$
*
*/
#include "common/textconsole.h"
#include "sword1/text.h"
#include "sword1/resman.h"
#include "sword1/objectman.h"
#include "sword1/swordres.h"
#include "sword1/sworddefs.h"
#include "sword1/screen.h"
#include "sword1/sword1.h"
namespace Sword1 {
#define OVERLAP 3
#define SPACE ' '
#define MAX_LINES 30
Text::Text(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion) {
_objMan = pObjMan;
_resMan = pResMan;
_textCount = 0;
_fontId = (czechVersion) ? CZECH_GAME_FONT : GAME_FONT;
_font = (uint8*)_resMan->openFetchRes(_fontId);
_joinWidth = charWidth(SPACE) - 2 * OVERLAP;
_charHeight = _resMan->getUint16(_resMan->fetchFrame(_font, 0)->height); // all chars have the same height
for (int i = 0; i < MAX_TEXT_OBS; i++)
_textBlocks[i] = NULL;
}
Text::~Text() {
for (int i = 0; i < MAX_TEXT_OBS; i++)
free(_textBlocks[i]);
//_resMan->resClose(_fontId); => wiped automatically by _resMan->flush();
}
uint32 Text::lowTextManager(uint8 *ascii, int32 width, uint8 pen) {
_textCount++;
if (_textCount > MAX_TEXT_OBS)
error("Text::lowTextManager: MAX_TEXT_OBS exceeded");
uint32 textObjId = (TEXT_sect * ITM_PER_SEC) - 1;
do {
textObjId++;
} while (_objMan->fetchObject(textObjId)->o_status);
// okay, found a free text object
_objMan->fetchObject(textObjId)->o_status = STAT_FORE;
makeTextSprite((uint8)textObjId, ascii, (uint16)width, pen);
return textObjId;
}
void Text::makeTextSprite(uint8 slot, uint8 *text, uint16 maxWidth, uint8 pen) {
LineInfo lines[MAX_LINES];
uint16 numLines = analyzeSentence(text, maxWidth, lines);
uint16 sprWidth = 0;
uint16 lineCnt;
for (lineCnt = 0; lineCnt < numLines; lineCnt++)
if (lines[lineCnt].width > sprWidth)
sprWidth = lines[lineCnt].width;
uint16 sprHeight = _charHeight * numLines;
uint32 sprSize = sprWidth * sprHeight;
assert(!_textBlocks[slot]); // if this triggers, the speechDriver failed to call Text::releaseText.
_textBlocks[slot] = (FrameHeader*)malloc(sprSize + sizeof(FrameHeader));
memcpy(_textBlocks[slot]->runTimeComp, "Nu ", 4);
_textBlocks[slot]->compSize = 0;
_textBlocks[slot]->width = _resMan->toUint16(sprWidth);
_textBlocks[slot]->height = _resMan->toUint16(sprHeight);
_textBlocks[slot]->offsetX = 0;
_textBlocks[slot]->offsetY = 0;
uint8 *linePtr = ((uint8*)_textBlocks[slot]) + sizeof(FrameHeader);
memset(linePtr, NO_COL, sprSize);
for (lineCnt = 0; lineCnt < numLines; lineCnt++) {
uint8 *sprPtr = linePtr + (sprWidth - lines[lineCnt].width) / 2; // center the text
for (uint16 pos = 0; pos < lines[lineCnt].length; pos++)
sprPtr += copyChar(*text++, sprPtr, sprWidth, pen) - OVERLAP;
text++; // skip space at the end of the line
if (SwordEngine::isPsx()) //Chars are half height in psx version
linePtr += (_charHeight / 2) * sprWidth;
else
linePtr += _charHeight * sprWidth;
}
}
uint16 Text::charWidth(uint8 ch) {
if (ch < SPACE)
ch = 64;
return _resMan->getUint16(_resMan->fetchFrame(_font, ch - SPACE)->width);
}
uint16 Text::analyzeSentence(uint8 *text, uint16 maxWidth, LineInfo *line) {
uint16 lineNo = 0;
bool firstWord = true;
while (*text) {
uint16 wordWidth = 0;
uint16 wordLength = 0;
while ((*text != SPACE) && *text) {
wordWidth += charWidth(*text) - OVERLAP;
wordLength++;
text++;
}
if (*text == SPACE)
text++;
wordWidth += OVERLAP; // no overlap on final letter of word!
if (firstWord) { // first word on first line, so no separating SPACE needed
line[0].width = wordWidth;
line[0].length = wordLength;
firstWord = false;
} else {
// see how much extra space this word will need to fit on current line
// (with a separating space character - also overlapped)
uint16 spaceNeeded = _joinWidth + wordWidth;
if (line[lineNo].width + spaceNeeded <= maxWidth) {
line[lineNo].width += spaceNeeded;
line[lineNo].length += 1 + wordLength; // NB. space+word characters
} else { // put word (without separating SPACE) at start of next line
lineNo++;
assert(lineNo < MAX_LINES);
line[lineNo].width = wordWidth;
line[lineNo].length = wordLength;
}
}
}
return lineNo+1; // return no of lines
}
uint16 Text::copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen) {
FrameHeader *chFrame = _resMan->fetchFrame(_font, ch - SPACE);
uint8 *chData = ((uint8*)chFrame) + sizeof(FrameHeader);
uint8 *dest = sprPtr;
uint8 *decBuf = NULL;
uint8 *decChr;
uint16 frameHeight = 0;
if (SwordEngine::isPsx()) {
frameHeight = _resMan->getUint16(chFrame->height)/2;
if (_fontId == CZECH_GAME_FONT) { //Czech game fonts are compressed
decBuf = (uint8*) malloc((_resMan->getUint16(chFrame->width))*(_resMan->getUint16(chFrame->height)/2));
Screen::decompressHIF(chData, decBuf);
decChr = decBuf;
} else //Normal game fonts are not compressed
decChr = chData;
} else {
frameHeight = _resMan->getUint16(chFrame->height);
decChr = chData;
}
for (uint16 cnty = 0; cnty < frameHeight; cnty++) {
for (uint16 cntx = 0; cntx < _resMan->getUint16(chFrame->width); cntx++) {
if (*decChr == LETTER_COL)
dest[cntx] = pen;
else if (((*decChr == BORDER_COL) || (*decChr == BORDER_COL_PSX)) && (!dest[cntx])) // don't do a border if there's already a color underneath (chars can overlap)
dest[cntx] = BORDER_COL;
decChr++;
}
dest += sprWidth;
}
free(decBuf);
return _resMan->getUint16(chFrame->width);
}
FrameHeader *Text::giveSpriteData(uint32 textTarget) {
// textTarget is the resource ID of the Compact linking the textdata.
// that's 0x950000 for slot 0 and 0x950001 for slot 1. easy, huh? :)
textTarget &= ITM_ID;
assert(textTarget < MAX_TEXT_OBS);
return _textBlocks[textTarget];
}
void Text::releaseText(uint32 id, bool updateCount) {
id &= ITM_ID;
assert(id < MAX_TEXT_OBS);
if (_textBlocks[id]) {
free(_textBlocks[id]);
_textBlocks[id] = NULL;
if (updateCount)
_textCount--;
}
}
} // End of namespace Sword1
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