1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
|
/* 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/font/BFont.h"
#include "engines/wintermute/Base/font/BFontBitmap.h"
#include "engines/wintermute/Base/font/BFontTT.h"
#include "engines/wintermute/Base/BParser.h"
#include "engines/wintermute/Base/BFileManager.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 maxLength) {
}
//////////////////////////////////////////////////////////////////////
int CBFont::getTextHeight(byte *text, int width) {
return 0;
}
//////////////////////////////////////////////////////////////////////
int CBFont::getTextWidth(byte *text, int maxLength) {
return 0;
}
/*
//////////////////////////////////////////////////////////////////////
bool CBFont::loadFile(const char * Filename)
{
BYTE* Buffer = _gameRef->_fileManager->readWholeFile(filename);
if(Buffer==NULL){
_gameRef->LOG(0, "CBFont::LoadFile failed for file '%s'", filename);
return STATUS_FAILED;
}
bool ret;
_filename = new char [strlen(filename)+1];
strcpy(_filename, filename);
if(DID_FAIL(ret = loadBuffer(Buffer))) _gameRef->LOG(0, "Error parsing FONT file '%s'", filename);
delete [] Buffer;
return ret;
}
TOKEN_DEF_START
TOKEN_DEF (FONT)
TOKEN_DEF_END
//////////////////////////////////////////////////////////////////////
bool CBFont::loadBuffer(byte * Buffer)
{
TOKEN_TABLE_START(commands)
TOKEN_TABLE (FONT)
TOKEN_TABLE_END
char* params;
int cmd;
CBParser parser(_gameRef);
if(parser.GetCommand ((char**)&Buffer, commands, (char**)¶ms)!=TOKEN_FONT){
_gameRef->LOG(0, "'FONT' keyword expected.");
return STATUS_FAILED;
}
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){
_gameRef->LOG(0, "Syntax error in FONT definition");
return STATUS_FAILED;
}
return STATUS_OK;
}
*/
//////////////////////////////////////////////////////////////////////////
int CBFont::getLetterHeight() {
return 0;
}
//////////////////////////////////////////////////////////////////////////
bool CBFont::persist(CBPersistMgr *persistMgr) {
CBObject::persist(persistMgr);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
CBFont *CBFont::createFromFile(CBGame *gameRef, const char *filename) {
if (isTrueType(gameRef, filename)) {
CBFontTT *font = new CBFontTT(gameRef);
if (font) {
if (DID_FAIL(font->loadFile(filename))) {
delete font;
return NULL;
}
}
return font;
} else {
CBFontBitmap *font = new CBFontBitmap(gameRef);
if (font) {
if (DID_FAIL(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 *gameRef, const char *filename) {
TOKEN_TABLE_START(commands)
TOKEN_TABLE(FONT)
TOKEN_TABLE(TTFONT)
TOKEN_TABLE_END
byte *buffer = gameRef->_fileManager->readWholeFile(filename);
if (buffer == NULL) return false;
byte *WorkBuffer = buffer;
char *params;
CBParser parser(gameRef);
bool ret = false;
if (parser.getCommand((char **)&WorkBuffer, commands, (char **)¶ms) == TOKEN_TTFONT)
ret = true;
delete [] buffer;
return ret;
}
} // end of namespace WinterMute
|