/* 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 . * */ #include "common/debug.h" #include "common/substream.h" #include "common/unicode-bidi.h" #include "graphics/paletteman.h" #include "pink/archive.h" #include "pink/screen.h" #include "pink/pink.h" #include "pink/objects/actors/actor.h" #include "pink/objects/actions/action_text.h" #include "pink/objects/pages/page.h" namespace Pink { ActionText::ActionText() { _txtWnd = nullptr; _macText = nullptr; _xLeft = _xRight = 0; _yTop = _yBottom = 0; _centered = 0; _scrollBar = 0; _textRGB = 0; _backgroundRGB = 0; _textColorIndex = 0; _backgroundColorIndex = 0; } ActionText::~ActionText() { end(); } void ActionText::deserialize(Archive &archive) { Action::deserialize(archive); _fileName = archive.readString(); _xLeft = archive.readDWORD(); _yTop = archive.readDWORD(); _xRight = archive.readDWORD(); _yBottom = archive.readDWORD(); _centered = archive.readDWORD(); _scrollBar = archive.readDWORD(); byte r = archive.readByte(); byte g = archive.readByte(); byte b = archive.readByte(); (void)archive.readByte(); // skip Alpha _textRGB = r << 16 | g << 8 | b; r = archive.readByte(); g = archive.readByte(); b = archive.readByte(); (void)archive.readByte(); // skip Alpha _backgroundRGB = r << 16 | g << 8 | b; } void ActionText::toConsole() const { debugC(6, kPinkDebugLoadingObjects, "\tActionText: _name = %s, _fileName = %s, " "_xLeft = %u, _yTop = %u, _xRight = %u, _yBottom = %u _centered = %u, _scrollBar = %u, _textColor = %u _backgroundColor = %u", _name.c_str(), _fileName.c_str(), _xLeft, _yTop, _xRight, _yBottom, _centered, _scrollBar, _textRGB, _backgroundRGB); } void ActionText::start() { findColorsInPalette(); Screen *screen = _actor->getPage()->getGame()->getScreen(); Graphics::TextAlign align = _centered ? Graphics::kTextAlignCenter : Graphics::kTextAlignLeft; Common::SeekableReadStream *stream = _actor->getPage()->getResourceStream(_fileName); char *str = new char[stream->size()]; stream->read(str, stream->size()); delete stream; Common::Language language = _actor->getPage()->getGame()->getLanguage(); screen->getWndManager()._language = language; switch(language) { case Common::DA_DNK: // fall through case Common::ES_ESP: // fall through case Common::FR_FRA: // fall through case Common::PT_BRA: // fall through case Common::DE_DEU: // fall through case Common::IT_ITA: // fall through case Common::NL_NLD: _text = Common::String(str).decode(Common::kWindows1252); break; case Common::FI_FIN: // fall through case Common::SV_SWE: _text = Common::String(str).decode(Common::kWindows1257); break; case Common::HE_ISR: _text = Common::String(str).decode(Common::kWindows1255); if (!_centered) { align = Graphics::kTextAlignRight; } break; case Common::PL_POL: _text = Common::String(str).decode(Common::kWindows1250); break; case Common::RU_RUS: _text = Common::String(str).decode(Common::kWindows1251); break; case Common::EN_GRB: // fall through case Common::EN_ANY: // fall through default: _text = Common::String(str); break; } _text.trim(); delete[] str; while ( _text.size() > 0 && (_text[ _text.size() - 1 ] == '\n' || _text[ _text.size() - 1 ] == '\r') ) _text.deleteLastChar(); if (_scrollBar) { _txtWnd = screen->getWndManager().addTextWindow(screen->getTextFont(), _textColorIndex, _backgroundColorIndex, _xRight - _xLeft, align, nullptr); _txtWnd->setTextColorRGB(_textRGB); _txtWnd->enableScrollbar(true); // it will hide the scrollbar when the text height is smaller than the window height _txtWnd->setMode(Graphics::kWindowModeDynamicScrollbar); _txtWnd->move(_xLeft, _yTop); _txtWnd->resize(_xRight - _xLeft, _yBottom - _yTop); _txtWnd->setEditable(false); _txtWnd->setSelectable(false); _txtWnd->appendText(_text); screen->addTextWindow(_txtWnd); } else { screen->addTextAction(this); _macText = new Graphics::MacText(_text, &screen->getWndManager(), screen->getTextFont(), _textColorIndex, _backgroundColorIndex, _xRight - _xLeft, align); } } Common::Rect ActionText::getBound() { return Common::Rect(_xLeft, _yTop, _xRight, _yBottom); } void ActionText::end() { Screen *screen = _actor->getPage()->getGame()->getScreen(); screen->addDirtyRect(this->getBound()); if (_scrollBar && _txtWnd) { screen->getWndManager().removeWindow(_txtWnd); screen->removeTextWindow(_txtWnd); _txtWnd = nullptr; } else { screen->removeTextAction(this); delete _macText; } } void ActionText::draw(Graphics::ManagedSurface *surface) { int yOffset = 0; // we need to first fill this area with backgroundColor, in order to wash away the previous text surface->fillRect(Common::Rect(_xLeft, _yTop, _xRight, _yBottom), _backgroundColorIndex); if (_centered) { yOffset = (_yBottom - _yTop) / 2 - _macText->getTextHeight() / 2; } _macText->drawToPoint(surface, Common::Rect(0, 0, _xRight - _xLeft, _yBottom - _yTop), Common::Point(_xLeft, _yTop + yOffset)); } #define BLUE(rgb) ((rgb) & 0xFF) #define GREEN(rgb) (((rgb) >> 8) & 0xFF) #define RED(rgb) (((rgb) >> 16) & 0xFF) void ActionText::findColorsInPalette() { byte palette[256 * 3]; g_system->getPaletteManager()->grabPalette(palette, 0, 256); g_paletteLookup->setPalette(palette, 256); debug(2, "textcolorindex: %06x", _textRGB); _textColorIndex = g_paletteLookup->findBestColor(RED(_textRGB), GREEN(_textRGB), BLUE(_textRGB)); debug(2, "backgroundColorIndex: %06x", _backgroundRGB); _backgroundColorIndex = g_paletteLookup->findBestColor(RED(_backgroundRGB), GREEN(_backgroundRGB), BLUE(_backgroundRGB)); } } // End of namespace Pink