ScummVM API documentation
psx_japan_font.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TINSEL_PSX_JAPAN_FONT_H
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#define TINSEL_PSX_JAPAN_FONT_H
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#include "tinsel/dw.h"
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namespace
Tinsel
{
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struct
IMAGE;
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struct
DRAWOBJECT;
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void
OpenPsxJapanFont();
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void
ClosePsxJapanFont();
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SCNHANDLE
GetPsxJapanFontCharHandle(uint32 charIndex);
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bool
IsPsxJapanFontChar(
SCNHANDLE
offset);
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const
IMAGE *GetPsxJapanFontCharImage(
SCNHANDLE
offset);
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void
DrawPsxJapanFontChar(DRAWOBJECT *pObj, uint8 *destP);
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}
// End of namespace Tinsel
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#endif
Tinsel
Definition:
actors.h:36
Tinsel::SCNHANDLE
uint32 SCNHANDLE
Definition:
dw.h:31
engines
tinsel
psx_japan_font.h
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