kolibrios/contrib/games/opentyrian/src/font.c
turbocat a27452493c OpenTyrian: Sources uploaded
git-svn-id: svn://kolibrios.org@9169 a494cfbc-eb01-0410-851d-a64ba20cac60
2021-08-31 18:22:39 +00:00

276 lines
8.5 KiB
C

/*
* OpenTyrian: A modern cross-platform port of Tyrian
* Copyright (C) 2007-2009 The OpenTyrian Development Team
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "font.h"
#include "fonthand.h"
#include "sprite.h"
/**
* \file font.c
* \brief Text drawing routines.
*/
/**
* \brief Draws text in a color specified by hue and value and with a drop
* shadow.
*
* A '~' in the text is not drawn but instead toggles highlighting which
* increases \c value by 4.
*
* \li like JE_dString() if (black == false && shadow_dist == 2 && hue == 15)
* \li like JE_textShade() with PART_SHADE if (black == true && shadow_dist == 1)
* \li like JE_outTextAndDarken() if (black == false && shadow_dist == 1)
* \li like JE_outTextAdjust() with shadow if (black == false && shadow_dist == 2)
*
* @param surface destination surface
* @param x initial x-position in pixels; which direction(s) the text is drawn
* from this position depends on the alignment
* @param y initial upper y-position in pixels
* @param text text to be drawn
* @param font style/size of text
* @param alignment left_aligned, centered, or right_aligned
* @param hue hue component of text color
* @param value value component of text color
* @param black if true the shadow is drawn as solid black, if false the shadow
* is drawn by darkening the pixels of the destination surface
* @param shadow_dist distance in pixels that the shadow will be drawn away from
* the text. (This is added to both the x and y positions, so a value of
* 1 causes the shadow to be drawn 1 pixel right and 1 pixel lower than
* the text.)
*/
void draw_font_hv_shadow( SDL_Surface *surface, int x, int y, const char *text, Font font, FontAlignment alignment, Uint8 hue, Sint8 value, bool black, int shadow_dist )
{
draw_font_dark(surface, x + shadow_dist, y + shadow_dist, text, font, alignment, black);
draw_font_hv(surface, x, y, text, font, alignment, hue, value);
}
/**
* \brief Draws text in a color specified by hue and value and with a
* surrounding shadow.
*
* A '~' in the text is not drawn but instead toggles highlighting which
* increases \c value by 4.
*
* \li like JE_textShade() with FULL_SHADE if (black == true && shadow_dist == 1)
*
* @param surface destination surface
* @param x initial x-position in pixels; which direction(s) the text is drawn
* from this position depends on the alignment
* @param y initial upper y-position in pixels
* @param text text to be drawn
* @param font style/size of text
* @param alignment left_aligned, centered, or right_aligned
* @param hue hue component of text color
* @param value value component of text color
* @param black if true the shadow is drawn as solid black, if false the shadow
* is drawn by darkening the pixels of the destination surface
* @param shadow_dist distance in pixels that the shadows will be drawn away
* from the text. (This distance is separately added to and subtracted
* from the x position and y position, resulting in four shadows -- one
* in each cardinal direction. If this shadow distance is small enough,
* this produces a shadow that outlines the text.)
*/
void draw_font_hv_full_shadow( SDL_Surface *surface, int x, int y, const char *text, Font font, FontAlignment alignment, Uint8 hue, Sint8 value, bool black, int shadow_dist )
{
draw_font_dark(surface, x, y - shadow_dist, text, font, alignment, black);
draw_font_dark(surface, x + shadow_dist, y, text, font, alignment, black);
draw_font_dark(surface, x, y + shadow_dist, text, font, alignment, black);
draw_font_dark(surface, x - shadow_dist, y, text, font, alignment, black);
draw_font_hv(surface, x, y, text, font, alignment, hue, value);
}
/**
* \brief Draws text in a color specified by hue and value.
*
* A '~' in the text is not drawn but instead toggles highlighting which
* increases \c value by 4.
*
* \li like JE_outText() with (brightness >= 0)
* \li like JE_outTextAdjust() without shadow
*
* @param surface destination surface
* @param x initial x-position in pixels; which direction(s) the text is drawn
* from this position depends on the alignment
* @param y initial upper y-position in pixels
* @param text text to be drawn
* @param font style/size of text
* @param alignment left_aligned, centered, or right_aligned
* @param hue hue component of text color
* @param value value component of text color
*/
void draw_font_hv( SDL_Surface *surface, int x, int y, const char *text, Font font, FontAlignment alignment, Uint8 hue, Sint8 value )
{
switch (alignment)
{
case left_aligned:
break;
case centered:
x -= JE_textWidth(text, font) / 2;
break;
case right_aligned:
x -= JE_textWidth(text, font);
break;
}
bool highlight = false;
for (; *text != '\0'; ++text)
{
int sprite_id = font_ascii[(unsigned char)*text];
switch (*text)
{
case ' ':
x += 6;
break;
case '~':
highlight = !highlight;
if (highlight)
value += 4;
else
value -= 4;
break;
default:
if (sprite_id != -1 && sprite_exists(font, sprite_id))
{
blit_sprite_hv(surface, x, y, font, sprite_id, hue, value);
x += sprite(font, sprite_id)->width + 1;
}
break;
}
}
}
/**
* \brief Draws blended text in a color specified by hue and value.
*
* Corresponds to blit_sprite_hv_blend()
*
* \li like JE_outTextModify()
*
* @param surface destination surface
* @param x initial x-position in pixels; which direction(s) the text is drawn
* from this position depends on the alignment
* @param y initial upper y-position in pixels
* @param text text to be drawn
* @param font style/size of text
* @param alignment left_aligned, centered, or right_aligned
* @param hue hue component of text color
* @param value value component of text color
*/
void draw_font_hv_blend( SDL_Surface *surface, int x, int y, const char *text, Font font, FontAlignment alignment, Uint8 hue, Sint8 value )
{
switch (alignment)
{
case left_aligned:
break;
case centered:
x -= JE_textWidth(text, font) / 2;
break;
case right_aligned:
x -= JE_textWidth(text, font);
break;
}
for (; *text != '\0'; ++text)
{
int sprite_id = font_ascii[(unsigned char)*text];
switch (*text)
{
case ' ':
x += 6;
break;
case '~':
break;
default:
if (sprite_id != -1 && sprite_exists(font, sprite_id))
{
blit_sprite_hv_blend(surface, x, y, font, sprite_id, hue, value);
x += sprite(font, sprite_id)->width + 1;
}
break;
}
}
}
/**
* \brief Draws darkened text.
*
* Corresponds to blit_sprite_dark()
*
* \li like JE_outText() with (brightness < 0) if (black == true)
*
* @param surface destination surface
* @param x initial x-position in pixels; which direction(s) the text is drawn
* from this position depends on the alignment
* @param y initial upper y-position in pixels
* @param text text to be drawn
* @param font style/size of text
* @param alignment left_aligned, centered, or right_aligned
* @param black if true text is drawn as solid black, if false text is drawn by
* darkening the pixels of the destination surface
*/
void draw_font_dark( SDL_Surface *surface, int x, int y, const char *text, Font font, FontAlignment alignment, bool black )
{
switch (alignment)
{
case left_aligned:
break;
case centered:
x -= JE_textWidth(text, font) / 2;
break;
case right_aligned:
x -= JE_textWidth(text, font);
break;
}
for (; *text != '\0'; ++text)
{
int sprite_id = font_ascii[(unsigned char)*text];
switch (*text)
{
case ' ':
x += 6;
break;
case '~':
break;
default:
if (sprite_id != -1 && sprite_exists(font, sprite_id))
{
blit_sprite_dark(surface, x, y, font, sprite_id, black);
x += sprite(font, sprite_id)->width + 1;
}
break;
}
}
}