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
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
|
/* 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/file.h"
#include "common/ne_exe.h"
#include "common/str.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) {
// TODO: PE libraries (If it's used anywhere by a ScummVM game)
Common::NEResources exe;
if (!exe.loadFromEXE(fileName))
return false;
// Let's pull out the font directory
Common::SeekableReadStream *fontDirectory = exe.getResource(Common::kNEFontDir, Common::String("FONTDIR"));
if (!fontDirectory) {
warning("No font directory in '%s'", fileName.c_str());
return false;
}
uint16 numFonts = fontDirectory->readUint16LE();
// Probably not possible, so this is really a sanity check
if (numFonts == 0) {
warning("No fonts in '%s'", fileName.c_str());
return false;
}
// Scour the directory for our matching name
int fontId = -1;
for (uint16 i = 0; i < numFonts; i++) {
uint16 id = fontDirectory->readUint16LE();
if (dirEntry.faceName.empty()) {
// Use the first name when empty
fontId = id;
break;
}
WinFontDirEntry entry = readDirEntry(*fontDirectory);
if (dirEntry.faceName.equalsIgnoreCase(entry.faceName) && dirEntry.points == entry.points) {
// Match!
fontId = id;
break;
}
}
delete fontDirectory;
// Couldn't match the face name
if (fontId < 0) {
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::kNEFont, 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;
}
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(byte 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(byte 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, byte chr, int x, int y, uint32 color) const {
assert(dst);
assert(dst->bytesPerPixel == 1 || dst->bytesPerPixel == 2 || dst->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->bytesPerPixel == 1)
*((byte *)dst->getBasePtr(x + j, y + i)) = color;
else if (dst->bytesPerPixel == 2)
*((uint16 *)dst->getBasePtr(x + j, y + i)) = color;
else if (dst->bytesPerPixel == 4)
*((uint32 *)dst->getBasePtr(x + j, y + i)) = color;
}
}
}
}
} // End of namespace Graphics
|