/* 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 3 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, see . * */ #ifndef SCI_GRAPHICS_MACFONT_H #define SCI_GRAPHICS_MACFONT_H #include "common/hashmap.h" #include "sci/graphics/helpers.h" // for GuiResourceId namespace Common { class MacResManager; } namespace Graphics { class MacFontManager; class Font; } namespace Sci { /** * GfxMacFontManager handles loading Mac fonts and mapping them to SCI fonts. * * Most Mac SCI1/1.1 games use native Mac fonts to draw their controls. * This was done by altering the kernel functions used by the control scripts * such as kDrawControl and kTextSize. All dialog text and buttons use these * functions so this affects most text in SCI games. Scripts that draw text with * kDisplay are unaffected and continue to use SCI fonts. * * The Mac game window could be set to three sizes: 100% (small), 150% (medium), * or 200% (large). These percentages were relative to the internal resolution * of the game; usually 320x200. The game's screen was stretched to the window * and the Mac fonts were drawn directly to the window using Mac's Toolbox API. * The Mac interpreter chose the font size based on the window size. At 200% the * text was relatively high-resolution and looked quite crisp and distinct. * * The Mac fonts were originally included in the resource fork of the game's * executable. The resource fork also contained a small table that specified * the mapping of SCI font ids to Mac font ids, along with a default Mac font, * and the Mac font sizes to use for the small, medium, and large window. * * Sierra switched to using the Palatino system font in QFG1VGA and LSL6. * The font mapping table still existed, but the interpreter was hard-coded to * always use Palatino values instead. * * GfxMacFontManager handles both cases by accepting the loaded Mac executable * of games that include their own fonts. If no executable is provided then it * attempts to use Palatino from classicmacfonts.dat along with the hard-coded * values from Sierra's interpreter. * * GfxMacFontManager only exposes the small and large fonts. When Mac fonts are * present and high resolution graphics are enabled, the game is upscaled to * 200% and the large font is used. If high resolution graphics are disabled * then the small font is used with no upscaling. Either way, the small font is * always used for the calculations that determine the size of the text area. * * TODO: Add KQ5 support. It did things differently and it only had two window * sizes. The mapping table changed and it appears to have its own sizing logic. * Unfortunately, KQ5's interpreter doesn't include function names. */ class GfxMacFontManager { public: GfxMacFontManager(Common::MacResManager *macExecutable = nullptr); ~GfxMacFontManager(); bool hasFonts(); bool usesSystemFonts(); const Graphics::Font *getSmallFont(GuiResourceId sciFontId); const Graphics::Font *getLargeFont(GuiResourceId sciFontId); private: bool initFromFontTable(Common::MacResManager *macExecutable); const Graphics::Font *getMacFont(int macFontId, int size); struct MacFontItem { const Graphics::Font *smallFont; const Graphics::Font *largeFont; }; bool _usesSystemFonts; Graphics::MacFontManager *_macFontManager; Common::HashMap _macFonts; MacFontItem *_defaultFont; }; } // End of namespace Sci #endif // SCI_GRAPHICS_MACFONT_H