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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.
*/
// 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), -1 = no check
* @param maxH max draw height (to ensure that character drawing takes place within surface boundaries), -1 = no check
*/
virtual void drawChar(void *dst, uint16 ch, int pitch, int bpp, uint32 c1, uint32 c2, int maxW, int maxH) const = 0;
};
/**
* A base class to render monochrome SJIS fonts.
*/
class FontSJISBase : public FontSJIS {
public:
FontSJISBase();
virtual void setDrawingMode(DrawingMode mode);
virtual void toggleFlippedMode(bool enable);
virtual uint getFontHeight() const;
virtual uint getMaxFontWidth() const;
virtual uint getCharWidth(uint16 ch) const;
virtual void drawChar(void *dst, uint16 ch, int pitch, int bpp, uint32 c1, uint32 c2, int maxW, int maxH) 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;
int _fontWidth, _fontHeight;
bool isASCII(uint16 ch) const;
virtual const uint8 *getCharData(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];
virtual const uint8 *getCharData(uint16 c) const;
};
/**
* Our custom SJIS FNT.
*/
class FontSjisSVM : public FontSJISBase {
public:
FontSjisSVM(const Common::Platform platform);
~FontSjisSVM();
/**
* Load the font data from "SJIS.FNT".
*/
bool loadData();
private:
uint8 *_fontData16x16;
uint _fontData16x16Size;
uint8 *_fontData8x16;
uint _fontData8x16Size;
uint8 *_fontData12x12;
uint _fontData12x12Size;
virtual const uint8 *getCharData(uint16 c) const;
const uint8 *getCharDataPCE(uint16 c) const;
const uint8 *getCharDataDefault(uint16 c) const;
void mapKANJIChar(const uint8 fB, const uint8 sB, int &base, int &index) const;
};
// TODO: Consider adding support for PC98 ROM
} // End of namespace Graphics
#endif
#endif // engine and dynamic plugins guard
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