/* 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 . * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_BASE_FONT_H #define WINTERMUTE_BASE_FONT_H #include "engines/wintermute/base/base_object.h" #define NUM_CHARACTERS 256 namespace Wintermute { class BaseFont : public BaseObject { public: DECLARE_PERSISTENT(BaseFont, BaseObject) virtual int getTextWidth(const byte *text, int maxLength = -1); virtual int getTextHeight(const byte *text, int width); virtual void drawText(const byte *text, int x, int y, int width, TTextAlign align = TAL_LEFT, int max_height = -1, int maxLength = -1); virtual int getLetterHeight(); virtual void initLoop() {} virtual void afterLoad() {} BaseFont(BaseGame *inGame); ~BaseFont() override; static BaseFont *createFromFile(BaseGame *game, const char *filename); private: //bool loadBuffer(char *buffer); //bool loadFile(const char* Filename); static bool isTrueType(BaseGame *game, const char *filename); }; } // End of namespace Wintermute #endif