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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.
*
*/
/*
* 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
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