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engines/icb/text_sprites.h
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engines/icb/text_sprites.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_INCLUDED_TEXT_SPRITES_H
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#define ICB_INCLUDED_TEXT_SPRITES_H
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#include "engines/icb/p4_generic.h"
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#include "engines/icb/common/px_bitmap.h"
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#include "engines/icb/common/px_game_object.h"
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#include "engines/icb/debug.h"
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namespace ICB {
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// PC limit
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#define TEXT_SPRITE_SIZE (300 * 150 * 4)
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#define TS_NON_SPOKEN_LINE '&'
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#define TS_SPOKEN_LINE '*'
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#define TS_LINENO_OPEN '{'
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#define TS_LINENO_CLOSE '}'
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// This pointer can be set to force a different RGB to be used for speech text. Remora uses
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// this to do text colouring.
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extern _rgb *psTempSpeechColour;
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// return codes for text sprite functions
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enum _TSrtn {
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TS_OK, // it worked
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TS_ILLEGAL_SPACING, // line contains leading/trailing spaces or extra spaces between words
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TS_TOO_MANY_LINES, // exceeded lineInfo array while analysing sentence
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TS_INVALID_FONT, // the resource id passed is not a valid font resource
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TS_OUT_OF_MEM, // couldn't allocate memory for text sprite
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TS_ILLEGAL_PIN, // unrecognised value of '_pin_position'
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TS_ILLEGAL_MARGIN // sprite cannot fit within given screen margin
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};
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// "Pin position" is the point on the sprite that we want to fix to the screen coordinates.
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// eg. Speech text traditionally uses "PIN_AT_CENTRE_OF_BASE". That is, for calculating the
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// required render coordinates, we will specify the coordinates of a point just above the
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// talker's head, and then whatever the width and height of the text sprite, the render
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// coordinates will be calculated such that the centre of the text sprite's base will be
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// exactly at the specified coordinates - ie. text is centred just above the talkers head.
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// The other pin positions may be used for pointer text, data readouts on PPC, or alternate
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// positions for speech text, etc.
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enum _pin_position {
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PIN_AT_CENTRE,
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PIN_AT_CENTRE_OF_TOP,
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PIN_AT_CENTRE_OF_BASE,
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PIN_AT_CENTRE_OF_LEFT,
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PIN_AT_CENTRE_OF_RIGHT,
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PIN_AT_TOP_LEFT,
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PIN_AT_TOP_RIGHT,
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PIN_AT_BOTTOM_LEFT,
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PIN_AT_BOTTOM_RIGHT
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};
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// This must now be a multiple of 4!
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#define MAX_LINES 48 // max character lines in output sprite
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typedef struct { // info for each line of words in the output text sprite
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uint16 width; // width of line in pixels
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uint16 length; // length of line in characters
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} _textLine;
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typedef struct { // info describing whole set of lines used in the sprite
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_textLine line[MAX_LINES];
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uint8 noOfLines;
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uint8 m_stopAtLine;
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uint8 m_bLeftFormatted;
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uint8 padding;
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} _lineInfo;
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// This is the structure that must be filled in before calling MakeTextSprite()
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// which takes a reference to a structure of this type as it's only parameter
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typedef struct { // info for each line of words in the output text sprite
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uint8 *textLine; // null-terminated text sprite (must not contain any leading/tailing/extra spaces
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const char *fontResource; // name of the font
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uint32 fontResource_hash; // hash of the font file
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uint32 maxWidth; // maximum allowed pixel width of text sprite
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uint32 bitDepth; // 16,24 or 32 bits per pixel (2,3 or 4 bytes)
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int32 lineSpacing; // no. of pixels to separate lines of characters in the output sprite - negative for overlap
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int32 charSpacing; // no. of pixels to separate characters along each line - negative for overlap
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_rgb bodyColour; // colour required for character bodies
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_rgb borderColour; // colour required for character borders
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int32 errorChecking; // perform error checking during analysesetence on/off
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} _TSparams;
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class text_sprite {
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// created by routines:
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uint8 sprite[TEXT_SPRITE_SIZE];
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uint32 spriteWidth; // width of text sprite
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uint32 spriteHeight; // height of text sprite
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uint32 size; // in bytes (= width * height * bit_depth) NOT SURE WE NEED THIS FOR ANYTHING
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uint32 surfaceId; // The surface we want to eventually draw this sprite on
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_lineInfo lineInfo; // information about the lines in the text_block
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_TSparams params;
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// private functions:
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_TSrtn BuildTextSprite(int32 stopAtLine = -1, bool8 bRemoraLeftFormatting = FALSE8); // construct the sprite
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uint32 CharWidth(const uint8 ch, const char *fontRes, uint32 fontRes_hash); // get width of a character
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void CopyChar(_pxSprite *charPtr, uint8 *spritePtr, uint8 *pal); // copy character into sprite, based on params
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_TSrtn CheckFontResource(const char *fontRes, uint32 fontRes_hash); // check that it's a valid font resource
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_pxBitmap *LoadFont(const char *fontRes, uint32 fontRes_hash);
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public:
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int32 renderX; // render coordinate
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int32 renderY;
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// the usual:
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text_sprite(); // constructor -- default constructor
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~text_sprite(); // destructor
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// Made this public, so Remora can work out how its formatting will be done.
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_TSrtn AnalyseSentence(void); // fill in the lineInfo structure
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// the main routine to create the sprite (added flag to stop AnalyseSentence() getting called if you need to)
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// Also, you can now tell it to stop short of displaying every line in the text.
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_TSrtn MakeTextSprite(bool8 analysisAlreadyDone = FALSE8, int32 stopAtLine = -1, bool8 bRemoraLeftFormatting = FALSE8);
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// the support routine to calculate suitable render coordinates
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_TSrtn GetRenderCoords(const int32 pinX, // screen x-coord where we want to position the pin
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const int32 pinY, // y-coord -"-
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const _pin_position pinPos, // position of pin on text sprite
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const int32 margin); // margin to keep sprite within edge of screen, or -1 if allowed anywhere
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uint32 CharHeight(const char *fontRes, uint32 fontRes_hash); // get character height (all the same)
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_pxSprite *FindChar(uint8 ch, _pxBitmap *charSet); // get pointer to header of required character data in font
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// the usual set of routines to return required values
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uint8 *GetSprite(void) {
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return sprite; // get pointer to text sprite in memory
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}
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uint32 GetWidth(void) {
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return spriteWidth; // get dimensions of text sprite
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}
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uint32 GetHeight(void) {
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return spriteHeight; // -"-
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}
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uint32 GetSize(void) {
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return size; // get byte-length of text sprite data
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}
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_lineInfo *GetLineInfo(void) {
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return &lineInfo; // information about the lines in the text_block
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}
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_TSparams *GetParams(void) {
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return ¶ms; // information about the lines in the text_block
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}
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void SetSurface(uint32 sid) { surfaceId = sid; }
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uint32 GetSurface() const { return surfaceId; }
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// This a variable stuck way down here on it's little lonesome ?
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bool8 please_render; // draw yes/no
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};
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} // End of namespace ICB
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#endif // INCLUDED_TEXT_SPRITES_H
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