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
|
/* 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.
*
* $URL$
* $Id$
*/
// The code in this file is currently only used in KYRA and SCI.
// So if neither of those is enabled, we will skip compiling it.
// We also enable this code for ScummVM builds including support
// for dynamic engine plugins.
// If you plan to use this code in another engine, you will have
// to add the proper define check here.
#if !(defined(ENABLE_KYRA) || defined(ENABLE_SCI) || defined(ENABLE_SCUMM) || defined(DYNAMIC_MODULES))
// If neither of the above mentioned is enabled, do not include the SJIS code.
#else
#ifndef GRAPHICS_SJIS_H
#define GRAPHICS_SJIS_H
#ifdef __DS__
/* This disables the flipped mode which is used in FM-Towns versions
* of Monkey Island 1 (and maybe other SCUMM 5 games). These are not supported
* on the DS, so it makes sense to have a corresponding setting here.
*/
#define DISABLE_FLIPPED_MODE
#endif
#include "common/scummsys.h"
#include "common/util.h"
namespace Graphics {
struct Surface;
/**
* A font that is able to draw SJIS encoded characters.
*/
class FontSJIS {
public:
virtual ~FontSJIS() {}
/**
* Creates the first SJIS font, which ROM/font file is present.
* It will also call loadData, so the user can just start
* using the font.
*
* It'll prefer the platform specific ROM file, when platform
* is set to a value, which's font ROM is supported.
* So far that is only kPlatformFMTowns.
*
* The last file tried is ScummVM's SJIS.FNT file.
*/
static FontSJIS *createFont(const Common::Platform platform = Common::kPlatformUnknown);
/**
* Load the font data.
*/
virtual bool loadData() = 0;
/**
* Enable drawing with outline or shadow.
*
* After changing outline state, getFontHeight and getMaxFontWidth / getCharWidth might return
* different values!
*/
enum DrawingMode {
kDefaultMode,
kOutlineMode,
kShadowMode,
kFMTownsShadowMode
};
virtual void setDrawingMode(DrawingMode mode) {}
/**
* Enable flipped character drawing (e.g. in the MI1 circus scene after Guybrush gets shot out of the cannon).
*/
virtual void toggleFlippedMode(bool enable) {}
/**
* Returns the height of the font.
*/
virtual uint getFontHeight() const = 0;
/**
* Returns the max. width of the font.
*/
virtual uint getMaxFontWidth() const = 0;
/**
* Returns the width of a specific character.
*/
virtual uint getCharWidth(uint16 ch) const = 0;
/**
* Draws a SJIS encoded character on the given surface.
*/
void drawChar(Graphics::Surface &dst, uint16 ch, int x, int y, uint32 c1, uint32 c2) const;
/**
* Draws a SJIS char on the given raw buffer.
*
* @param dst pointer to the destination
* @param ch character to draw (in little endian)
* @param pitch pitch of the destination buffer (size in *bytes*)
* @param bpp bytes per pixel of the destination buffer
* @param c1 forground color
* @param c2 outline color
* @param maxW max draw width (to ensure that character drawing takes place within surface boundaries)
* @param maxH max draw height (to ensure that character drawing takes place within surface boundaries)
*/
virtual void drawChar(void *dst, uint16 ch, int pitch, int bpp, uint32 c1, uint32 c2, int maxW = -1, int maxH = -1) const = 0;
};
/**
* A base class to render 16x16 (2 byte chars), 8x16 (1 byte chars) monochrome SJIS fonts.
*/
class FontSJISBase : public FontSJIS {
public:
FontSJISBase() : _drawMode(kDefaultMode), _flippedMode(false) {}
void setDrawingMode(DrawingMode mode) { _drawMode = mode; }
void toggleFlippedMode(bool enable) { _flippedMode = enable; }
uint getFontHeight() const { return (_drawMode == kOutlineMode) ? 18 : (_drawMode == kDefaultMode ? 16 : 17); }
uint getMaxFontWidth() const { return (_drawMode == kOutlineMode) ? 18 : (_drawMode == kDefaultMode ? 16 : 17); }
uint getCharWidth(uint16 ch) const;
void drawChar(void *dst, uint16 ch, int pitch, int bpp, uint32 c1, uint32 c2, int maxW = -1, int maxH = -1) const;
private:
template<typename Color>
void blitCharacter(const uint8 *glyph, const int w, const int h, uint8 *dst, int pitch, Color c) const;
void createOutline(uint8 *outline, const uint8 *glyph, const int w, const int h) const;
#ifndef DISABLE_FLIPPED_MODE
// This is used in the FM-Towns version of Monkey Island 1
// when Guybrush gets shot out of the cannon in the circus tent.
const uint8 *flipCharacter(const uint8 *glyph, const int w) const;
mutable uint8 _tempGlyph[32];
#endif
protected:
DrawingMode _drawMode;
bool _flippedMode;
bool is8x16(uint16 ch) const;
virtual const uint8 *getCharData(uint16 c) const = 0;
virtual const uint8 *getCharData8x16(uint16 c) const = 0;
};
/**
* FM-TOWNS ROM based SJIS compatible font.
*
* This is used in KYRA and SCI.
*/
class FontTowns : public FontSJISBase {
public:
/**
* Loads the ROM data from "FMT_FNT.ROM".
*/
bool loadData();
private:
enum {
kFont16x16Chars = 7808,
kFont8x16Chars = 256
};
uint8 _fontData16x16[kFont16x16Chars * 32];
uint8 _fontData8x16[kFont8x16Chars * 32];
const uint8 *getCharData(uint16 c) const;
const uint8 *getCharData8x16(uint16 c) const;
};
/**
* Our custom SJIS FNT.
*/
class FontSjisSVM : public FontSJISBase {
public:
FontSjisSVM() : _fontData16x16(0), _fontData16x16Size(0), _fontData8x16(0), _fontData8x16Size(0) {}
~FontSjisSVM() { delete[] _fontData16x16; delete[] _fontData8x16; }
/**
* Load the font data from "SJIS.FNT".
*/
bool loadData();
private:
uint8 *_fontData16x16;
uint _fontData16x16Size;
uint8 *_fontData8x16;
uint _fontData8x16Size;
const uint8 *getCharData(uint16 c) const;
const uint8 *getCharData8x16(uint16 c) const;
};
// TODO: Consider adding support for PC98 ROM
} // End of namespace Graphics
#endif
#endif // engine and dynamic plugins guard
|