// returns maximum font height used void GfxText16::Draw(const char *text, int16 from, int16 len, GuiResourceId orgFontId, int16 orgPenColor) { uint16 curChar, charWidth; Common::Rect rect; GetFont(); if (!_font) return; rect.top = _ports->_curPort->curTop; rect.bottom = rect.top + _ports->_curPort->fontHeight; text += from; while (len--) { curChar = (*(const byte *)text++); if (_font->isDoubleByte(curChar)) { curChar |= (*(const byte *)text++) << 8; len--; } switch (curChar) { case 0x0A: case 0x0D: case 0: case 0x9781: // this one is used by SQ4/japanese as line break as well break; case 0x7C: if (getSciVersion() >= SCI_VERSION_1_1) { len -= CodeProcessing(text, orgFontId, orgPenColor, true); break; } // fall through // FIXME: fall through intended? default: charWidth = _font->getCharWidth(curChar); // clear char if (_ports->_curPort->penMode == 1) { rect.left = _ports->_curPort->curLeft; rect.right = rect.left + charWidth; _paint16->eraseRect(rect); } // CharStd _font->draw(curChar, _ports->_curPort->top + _ports->_curPort->curTop, _ports->_curPort->left + _ports->_curPort->curLeft, _ports->_curPort->penClr, _ports->_curPort->greyedOutput); _ports->_curPort->curLeft += charWidth; } } }
void GfxText16::Width(const char *text, int16 from, int16 len, GuiResourceId orgFontId, int16 &textWidth, int16 &textHeight, bool restoreFont) { uint16 curChar; GuiResourceId previousFontId = GetFontId(); int16 previousPenColor = _ports->_curPort->penClr; textWidth = 0; textHeight = 0; GetFont(); if (_font) { text += from; while (len--) { curChar = (*(const byte *)text++); if (_font->isDoubleByte(curChar)) { curChar |= (*(const byte *)text++) << 8; len--; } switch (curChar) { case 0x0A: case 0x0D: case 0x9781: // this one is used by SQ4/japanese as line break as well textHeight = MAX<int16> (textHeight, _ports->_curPort->fontHeight); break; case 0x7C: if (getSciVersion() >= SCI_VERSION_1_1) { len -= CodeProcessing(text, orgFontId, 0, false); break; } // fall through // FIXME: fall through intended? default: textHeight = MAX<int16> (textHeight, _ports->_curPort->fontHeight); textWidth += _font->getCharWidth(curChar); } } } // When calculating size, we do not restore font because we need the current (code modified) font active // If we are drawing this is called inbetween, so font needs to get restored // If we are calculating size of just one fixed string (::StringWidth), then we need to restore if (restoreFont) { SetFont(previousFontId); _ports->penColor(previousPenColor); } return; }
// return max # of chars to fit maxwidth with full words, does not include // breaking space int16 GfxText16::GetLongest(const char *text, int16 maxWidth, GuiResourceId orgFontId) { uint16 curChar = 0; int16 maxChars = 0, curCharCount = 0; uint16 width = 0; GuiResourceId previousFontId = GetFontId(); int16 previousPenColor = _ports->_curPort->penClr; GetFont(); if (!_font) return 0; while (width <= maxWidth) { curChar = (*(const byte *)text++); if (_font->isDoubleByte(curChar)) { curChar |= (*(const byte *)text++) << 8; curCharCount++; } switch (curChar) { case 0x7C: if (getSciVersion() >= SCI_VERSION_1_1) { curCharCount++; curCharCount += CodeProcessing(text, orgFontId, previousPenColor, false); continue; } break; // We need to add 0xD, 0xA and 0xD 0xA to curCharCount and then exit // which means, we split text like // 'Mature, experienced software analyst available.' 0xD 0xA // 'Bug installation a proven speciality. "No version too clean."' (normal game text, this is from lsl2) // and 0xA '-------' 0xA (which is the official sierra subtitle separator) // Sierra did it the same way. case 0xD: // Check, if 0xA is following, if so include it as well if ((*(const unsigned char *)text) == 0xA) curCharCount++; // it's meant to pass through here case 0xA: case 0x9781: // this one is used by SQ4/japanese as line break as well curCharCount++; // and it's also meant to pass through here case 0: SetFont(previousFontId); _ports->penColor(previousPenColor); return curCharCount; case ' ': maxChars = curCharCount; // return count up to (but not including) breaking space break; } // Sometimes this can go off the screen, like for example bug #3040161. // However, we only perform this for non-Japanese games, as these require // special handling, done after this loop. if (width + _font->getCharWidth(curChar) > maxWidth && g_sci->getLanguage() != Common::JA_JPN) break; width += _font->getCharWidth(curChar); curCharCount++; } // Text without spaces, probably Kanji/Japanese if (maxChars == 0) { maxChars = curCharCount; uint16 nextChar; // We remove the last char only, if maxWidth was actually equal width // before adding the last char. Otherwise we won't get the same cutting // as in sierra pc98 sci. if (maxWidth == (width - _font->getCharWidth(curChar))) { maxChars--; if (curChar > 0xFF) maxChars--; nextChar = curChar; } else { nextChar = (*(const byte *)text++); if (_font->isDoubleByte(nextChar)) nextChar |= (*(const byte *)text++) << 8; } // sierra checked the following character against a punctuation kanji table if (nextChar > 0xFF) { // if the character is punctuation, we go back one character uint nonBreakingNr = 0; while (text16_punctuationSjis[nonBreakingNr]) { if (text16_punctuationSjis[nonBreakingNr] == nextChar) { maxChars--; if (curChar > 0xFF) maxChars--; // go back 2 chars, when last char was double byte break; } nonBreakingNr++; } } } SetFont(previousFontId); _ports->penColor(previousPenColor); return maxChars; }
// return max # of chars to fit maxwidth with full words, does not include // breaking space // Also adjusts text pointer to the new position for the caller // // Special cases in games: // Laura Bow 2 - Credits in the game menu - all the text lines start with spaces (bug #5159) // Act 6 Coroner questionaire - the text of all control buttons has trailing spaces // "Detective Ryan Hanrahan O'Riley" contains even more spaces (bug #5334) // Conquests of Camelot - talking with Cobb - one text box of the dialogue contains a longer word, // that will be broken into 2 lines (bug #5159) int16 GfxText16::GetLongest(const char *&textPtr, int16 maxWidth, GuiResourceId orgFontId) { uint16 curChar = 0; const char *textStartPtr = textPtr; const char *lastSpacePtr = NULL; int16 lastSpaceCharCount = 0; int16 curCharCount = 0, resultCharCount = 0; uint16 curWidth = 0, tempWidth = 0; GuiResourceId previousFontId = GetFontId(); int16 previousPenColor = _ports->_curPort->penClr; GetFont(); if (!_font) return 0; while (1) { curChar = (*(const byte *)textPtr); if (_font->isDoubleByte(curChar)) { curChar |= (*(const byte *)(textPtr + 1)) << 8; } switch (curChar) { case 0x7C: if (getSciVersion() >= SCI_VERSION_1_1) { curCharCount++; textPtr++; curCharCount += CodeProcessing(textPtr, orgFontId, previousPenColor, false); continue; } break; // We need to add 0xD, 0xA and 0xD 0xA to curCharCount and then exit // which means, we split text like for example // - 'Mature, experienced software analyst available.' 0xD 0xA // 'Bug installation a proven speciality. "No version too clean."' (normal game text, this is from lsl2) // - 0xA '-------' 0xA (which is the official sierra subtitle separator) (found in multilingual versions) // Sierra did it the same way. case 0xD: // Check, if 0xA is following, if so include it as well if ((*(const byte *)(textPtr + 1)) == 0xA) { curCharCount++; textPtr++; } // it's meant to pass through here case 0xA: case 0x9781: // this one is used by SQ4/japanese as line break as well (was added for SCI1/PC98) curCharCount++; textPtr++; if (curChar > 0xFF) { // skip another byte in case char is double-byte (PC-98) curCharCount++; textPtr++; } // and it's also meant to pass through here case 0: SetFont(previousFontId); _ports->penColor(previousPenColor); return curCharCount; case ' ': lastSpaceCharCount = curCharCount; // return count up to (but not including) breaking space lastSpacePtr = textPtr + 1; // remember position right after the current space break; } tempWidth += _font->getCharWidth(curChar); // Width is too large? -> break out if (tempWidth > maxWidth) break; // still fits, remember width curWidth = tempWidth; // go to next character curCharCount++; textPtr++; if (curChar > 0xFF) { // Double-Byte curCharCount++; textPtr++; } } if (lastSpaceCharCount) { // Break and at least one space was found before that resultCharCount = lastSpaceCharCount; // additionally skip over all spaces, that are following that space, but don't count them for displaying purposes textPtr = lastSpacePtr; while (*textPtr == ' ') textPtr++; } else { // Break without spaces found, we split the very first word - may also be Kanji/Japanese if (curChar > 0xFF) { // current charracter is Japanese // PC-9801 SCI actually added the last character, which shouldn't fit anymore, still onto the // screen in case maxWidth wasn't fully reached with the last character if (( maxWidth - 1 ) > curWidth) { curCharCount += 2; textPtr += 2; curChar = (*(const byte *)textPtr); if (_font->isDoubleByte(curChar)) { curChar |= (*(const byte *)(textPtr + 1)) << 8; } } // But it also checked, if the current character is not inside a punctuation table and it even // went backwards in case it found multiple ones inside that table. // Note: PQ2 PC-98 only went back 1 character and not multiple ones uint nonBreakingPos = 0; const uint16 *punctuationTable; if (getSciVersion() != SCI_VERSION_01) { punctuationTable = text16_shiftJIS_punctuation; } else { // Quest for Glory 1 PC-98 only punctuationTable = text16_shiftJIS_punctuation_SCI01; } while (1) { // Look up if character shouldn't be the first on a new line nonBreakingPos = 0; while (punctuationTable[nonBreakingPos]) { if (punctuationTable[nonBreakingPos] == curChar) break; nonBreakingPos++; } if (!punctuationTable[nonBreakingPos]) { // character is fine break; } // Character is not acceptable, seek backward in the text curCharCount -= 2; textPtr -= 2; if (textPtr < textStartPtr) error("Seeking back went too far, data corruption?"); curChar = (*(const byte *)textPtr); if (!_font->isDoubleByte(curChar)) error("Non double byte while seeking back"); curChar |= (*(const byte *)(textPtr + 1)) << 8; } if (curChar == 0x4081) { // Skip over alphabetic double-byte space // This was introduced for SCI1 // Happens in Castle of Dr. Brain PC-98 in room 120, when looking inside the mirror // (game mentions Mixed Up Fairy Tales and uses English letters for that) textPtr += 2; } } // We split the word in that case resultCharCount = curCharCount; } SetFont(previousFontId); _ports->penColor(previousPenColor); return resultCharCount; }