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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "text.h"
#include "resman.h"
#include "objectman.h"
#include "common/util.h"
#include "swordres.h"
#include "sworddefs.h"
#define OVERLAP 3
#define SPACE ' '
#define BORDER_COL 200
#define LETTER_COL 193
#define NO_COL 0 // sprite background - 0 for transparency
#define MAX_LINES 30
SwordText::SwordText(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion) {
_objMan = pObjMan;
_resMan = pResMan;
_textCount = 0;
if (czechVersion)
_font = (uint8*)_resMan->openFetchRes(CZECH_GAME_FONT);
else
_font = (uint8*)_resMan->openFetchRes(GAME_FONT);
_joinWidth = charWidth( SPACE ) - 2 * OVERLAP;
_charHeight = _resMan->fetchFrame(_font, 0)->height; // all chars have the same height
_textBlocks[0] = _textBlocks[1] = 0;
}
uint32 SwordText::lowTextManager(uint8 *ascii, int32 width, uint8 pen) {
_textCount++;
if (_textCount > MAX_TEXT_OBS)
error("SwordText::lowTextManager: MAX_TEXT_OBS exceeded!");
uint32 textObjId = (TEXT_sect * ITM_PER_SEC) - 1;
do {
textObjId++;
} while(_objMan->fetchObject(textObjId)->o_status);
// okay, found a free text object
_objMan->fetchObject(textObjId)->o_status = STAT_FORE;
makeTextSprite((uint8)textObjId, ascii, (uint16)width, pen);
return textObjId;
}
void SwordText::makeTextSprite(uint8 slot, uint8 *text, uint16 maxWidth, uint8 pen) {
LineInfo lines[MAX_LINES];
uint16 numLines = analyzeSentence(text, maxWidth, lines);
uint16 sprWidth = 0;
for (uint16 lineCnt = 0; lineCnt < numLines; lineCnt++)
if (lines[lineCnt].width > sprWidth)
sprWidth = lines[lineCnt].width;
uint16 sprHeight = _charHeight * numLines;
uint32 sprSize = sprWidth * sprHeight;
assert(!_textBlocks[slot]); // if this triggers, the speechDriver failed to call SwordText::releaseText.
_textBlocks[slot] = (FrameHeader*)malloc(sprSize + sizeof(FrameHeader));
memcpy( _textBlocks[slot]->runTimeComp, "Nu ", 4);
_textBlocks[slot]->compSize = 0;
_textBlocks[slot]->width = sprWidth;
_textBlocks[slot]->height = sprHeight;
_textBlocks[slot]->offsetX = 0;
_textBlocks[slot]->offsetY = 0;
uint8 *linePtr = ((uint8*)_textBlocks[slot]) + sizeof(FrameHeader);
memset(linePtr, NO_COL, sprSize);
for (uint16 lineCnt = 0; lineCnt < numLines; lineCnt++) {
uint8 *sprPtr = linePtr + (sprWidth - lines[lineCnt].width) / 2; // center the text
for (uint16 pos = 0; pos < lines[lineCnt].length; pos++)
sprPtr += copyChar(*text++, sprPtr, sprWidth, pen) - OVERLAP;
text++; // skip space at the end of the line
linePtr += _charHeight * sprWidth;
}
}
uint16 SwordText::charWidth(uint8 ch) {
if (ch < SPACE)
ch = 64;
return _resMan->fetchFrame(_font, ch - SPACE)->width;
}
uint16 SwordText::analyzeSentence(uint8 *text, uint16 maxWidth, LineInfo *line) {
uint16 lineNo = 0;
bool firstWord = true;
while (*text) {
uint16 wordWidth = 0;
uint16 wordLength = 0;
while ((*text != SPACE) && *text) {
wordWidth += charWidth(*text) - OVERLAP;
wordLength++;
text++;
}
if (*text == SPACE)
text++;
wordWidth += OVERLAP; // no overlap on final letter of word!
if( firstWord ) { // first word on first line, so no separating SPACE needed
line[0].width = wordWidth;
line[0].length = wordLength;
firstWord = false;
} else {
// see how much extra space this word will need to fit on current line
// (with a separating space character - also overlapped)
uint16 spaceNeeded = _joinWidth + wordWidth;
if (line[lineNo].width + spaceNeeded <= maxWidth ) {
line[lineNo].width += spaceNeeded;
line[lineNo].length += 1 + wordLength; // NB. space+word characters
} else { // put word (without separating SPACE) at start of next line
lineNo++;
assert( lineNo < MAX_LINES );
line[lineNo].width = wordWidth;
line[lineNo].length = wordLength;
}
}
}
return lineNo+1; // return no of lines
}
uint16 SwordText::copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen) {
FrameHeader *chFrame = _resMan->fetchFrame(_font, ch - SPACE);
uint8 *chData = ((uint8*)chFrame) + sizeof(FrameHeader);
uint8 *dest = sprPtr;
for (uint16 cnty = 0; cnty < chFrame->height; cnty++) {
for (uint16 cntx = 0; cntx < chFrame->width; cntx++) {
if (*chData == LETTER_COL)
dest[cntx] = pen;
else if ((*chData == BORDER_COL) && (!dest[cntx])) // don't do a border if there's already a color underneath (chars can overlap)
dest[cntx] = BORDER_COL;
chData++;
}
dest += sprWidth;
}
return chFrame->width;
}
FrameHeader *SwordText::giveSpriteData(uint32 textTarget) {
// textTarget is the resource ID of the Compact linking the textdata.
// that's 0x950000 for slot 0 and 0x950001 for slot 1. easy, huh? :)
textTarget &= ITM_ID;
assert(textTarget <= 1);
return _textBlocks[textTarget];
}
void SwordText::releaseText(uint32 id) {
id &= ITM_ID;
assert(id <= 1);
free(_textBlocks[id]);
_textBlocks[id] = NULL;
_textCount--;
}
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