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scummvm-cursorfix/engines/glk/tads/tads2/character_map.h
2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef GLK_TADS_CHARACTER_MAP
#define GLK_TADS_CHARACTER_MAP
namespace Glk {
namespace TADS {
namespace TADS2 {
struct errcxdef;
/* ------------------------------------------------------------------------ */
/*
* Initialize the default character mappings. If no mapping file is to
* be read, this function will establish identify mappings that leave
* characters untranslated.
*/
void cmap_init_default(void);
/*
* Load a character map file. Returns zero on success, non-zero on
* failure. If filename is null, we'll use the default mapping.
*/
int cmap_load(char *filename);
/*
* Turn off character translation. This overrides any game character
* set that we find and simply uses the default translation.
*/
void cmap_override(void);
/*
* Set the game's internal character set. This should be called when a
* game is loaded, and the game specifies an internal character set. If
* there is no character map file explicitly loaded, we will attempt to
* load a character mapping file that maps this character set to the
* current native character set. Signals an error on failure. This
* routine will succeed (without doing anything) if a character set has
* already been explicitly loaded, since an explicitly-loaded character
* set overrides the automatic character set selection that we attempt
* when loading a game.
*
* argv0 must be provided so that we know where to look for our mapping
* file on systems where mapping files are stored in the same directory
* as the TADS executables.
*/
void cmap_set_game_charset(struct errcxdef *errctx,
char *internal_id, char *internal_ldesc,
char *argv0);
/* ------------------------------------------------------------------------ */
/*
* Mapping macros
*/
/* map a native character (read externally) into an internal character */
#define cmap_n2i(c) (G_cmap_input[(unsigned char)(c)])
/* map an internal character into a native character (for display) */
#define cmap_i2n(c) (G_cmap_output[(unsigned char)(c)])
/* ------------------------------------------------------------------------ */
/*
* Global character mapping tables. The character map is established at
* start-up.
*/
/*
* input-mapping table - for native character 'n', cmap_input[n] yields
* the internal character code
*/
extern unsigned char G_cmap_input[256];
/*
* output-mapping table - for internal character 'n', cmap_output[n]
* yields the output character code
*/
extern unsigned char G_cmap_output[256];
/* the ID of the loaded character set */
extern char G_cmap_id[5];
/* the full name (for display purposes) of the loaded character set */
#define CMAP_LDESC_MAX_LEN 40
extern char G_cmap_ldesc[CMAP_LDESC_MAX_LEN + 1];
/*
* Maximum expansion for an HTML entity mapping
*/
#define CMAP_MAX_ENTITY_EXPANSION 50
/* ------------------------------------------------------------------------ */
/*
* Signatures for character map files. The signature is stored at the
* beginning of the file.
*/
/* single-byte character map version 1.0.0 */
#define CMAP_SIG_S100 "TADS2 charmap S100\n\r\01a"
} // End of namespace TADS2
} // End of namespace TADS
} // End of namespace Glk
#endif