/* 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 SWORD1_TEXT_H #define SWORD1_TEXT_H #include "sword1/object.h" #include "sword1/sworddefs.h" namespace Sword1 { #define MAX_TEXT_OBS 3 #define BORDER_COL 200 #define BORDER_COL_PSX 199 #define LETTER_COL 193 #define NO_COL 0 // sprite background - 0 for transparency class ObjectMan; class ResMan; class Screen; class Logic; class SwordEngine; struct LineInfo { uint16 width; // width of line in pixels uint16 length; // length of line in characters }; class Text { public: Text(SwordEngine *vm, Logic *pLogic, ObjectMan *pObjMan, ResMan *pResMan, Screen *pScreen, bool czechVersion); ~Text(); FrameHeader *giveSpriteData(uint32 textTarget); uint32 lowTextManager(uint8 *text, int32 width, uint8 pen); void makeTextSprite(uint8 slot, const uint8 *text, uint16 maxWidth, uint8 pen); void releaseText(uint32 id, bool updateCount = true); void printDebugLine(uint8 *ascii, uint8 first, int x, int y); private: uint16 analyzeSentence(const uint8 *text, uint16 maxWidth, LineInfo *info); uint16 charWidth(uint8 ch); uint16 wCharWidth(uint8 hi, uint8 lo); uint16 copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen); uint16 copyWChar(uint8 hi, uint8 lo, uint8 *sprPtr, uint16 sprWidth, uint8 pen); bool isKoreanChar(uint8 hi, uint8 lo); uint8 *_font; uint8 _textCount; uint16 _charHeight, _joinWidth; SwordEngine *_vm; Logic *_logic; ObjectMan *_objMan; ResMan *_resMan; Screen *_screen; FrameHeader *_textBlocks[MAX_TEXT_OBS]; uint32 _fontId; }; } // End of namespace Sword1 #endif //BSTEXT_H