scummvm/saga/render.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
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// Main rendering loop
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#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/actor.h"
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#include "saga/font.h"
#include "saga/interface.h"
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#include "saga/scene.h"
#include "saga/text.h"
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#include "saga/actionmap.h"
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#include "saga/objectmap.h"
#include "saga/render.h"
#include <common/timer.h>
namespace Saga {
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const char *test_txt = "The quick brown fox jumped over the lazy dog. She sells sea shells down by the sea shore.";
Render::Render(SagaEngine *vm, OSystem *system) {
_vm = vm;
_system = system;
_initialized = false;
GAME_DISPLAYINFO disp_info;
int tmp_w, tmp_h, tmp_bytepp;
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// Initialize system graphics
_vm->getDisplayInfo(&disp_info);
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// Initialize FPS timer callback
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g_timer->installTimerProc(&fpsTimerCallback, 1000000, this);
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// Create background buffer
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_bg_buf_w = disp_info.logical_w;
_bg_buf_h = disp_info.logical_h;
_bg_buf = (byte *)calloc(disp_info.logical_w, disp_info.logical_h);
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if (_bg_buf == NULL) {
return;
}
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// Allocate temp buffer for animation decoding,
// graphics scalers (2xSaI), etc.
tmp_w = disp_info.logical_w;
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tmp_h = disp_info.logical_h + 4; // BG unbanking requres extra rows
tmp_bytepp = 1;
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_tmp_buf = (byte *)calloc(1, tmp_w * tmp_h * tmp_bytepp);
if (_tmp_buf == NULL) {
free(_bg_buf);
return;
}
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_tmp_buf_w = tmp_w;
_tmp_buf_h = tmp_h;
_backbuf_surface = _vm->_gfx->getBackBuffer();
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_flags = 0;
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_initialized = true;
}
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Render::~Render(void) {
free(_bg_buf);
free(_tmp_buf);
_initialized = false;
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}
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bool Render::initialized() {
return _initialized;
}
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int Render::drawScene() {
SURFACE *backbuf_surface;
GAME_DISPLAYINFO disp_info;
SCENE_INFO scene_info;
SCENE_BGINFO bg_info;
Point bg_pt;
char txt_buf[20];
int fps_width;
Point mouse_pt;
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if (!_initialized) {
return FAILURE;
}
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_framecount++;
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backbuf_surface = _backbuf_surface;
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// Get mouse coordinates
mouse_pt = _vm->getMousePos();
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_vm->_scene->getBGInfo(&bg_info);
_vm->getDisplayInfo(&disp_info);
bg_pt.x = 0;
bg_pt.y = 0;
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// Display scene background
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_vm->_scene->draw(backbuf_surface);
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// Display scene maps, if applicable
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if (getFlags() & RF_OBJECTMAP_TEST) {
if (_vm->_scene->_objectMap)
_vm->_scene->_objectMap->draw(backbuf_surface, mouse_pt, _vm->_gfx->getWhite(), _vm->_gfx->getBlack());
if (_vm->_scene->_actionMap)
_vm->_scene->_actionMap->draw(backbuf_surface, _vm->_gfx->matchColor(RGB_RED));
}
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// Draw queued actors
_vm->_actor->drawActors();
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// Draw queued text strings
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_vm->_scene->getInfo(&scene_info);
_vm->textDrawList(scene_info.text_list, backbuf_surface);
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// Handle user input
_vm->processInput();
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// Display rendering information
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if (_flags & RF_SHOW_FPS) {
sprintf(txt_buf, "%d", _fps);
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fps_width = _vm->_font->getStringWidth(SMALL_FONT_ID, txt_buf, 0, FONT_NORMAL);
_vm->_font->draw(SMALL_FONT_ID, backbuf_surface, txt_buf, 0, backbuf_surface->w - fps_width, 2,
_vm->_gfx->getWhite(), _vm->_gfx->getBlack(), FONT_OUTLINE);
}
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// Display "paused game" message, if applicable
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if (_flags & RF_RENDERPAUSE) {
int msg_len = strlen(PAUSEGAME_MSG);
int msg_w = _vm->_font->getStringWidth(BIG_FONT_ID, PAUSEGAME_MSG, msg_len, FONT_OUTLINE);
_vm->_font->draw(BIG_FONT_ID, backbuf_surface, PAUSEGAME_MSG, msg_len,
(backbuf_surface->w - msg_w) / 2, 90, _vm->_gfx->getWhite(), _vm->_gfx->getBlack(), FONT_OUTLINE);
}
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// Update user interface
_vm->_interface->update(mouse_pt, UPDATE_MOUSEMOVE);
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// Display text formatting test, if applicable
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if (_flags & RF_TEXT_TEST) {
_vm->textDraw(MEDIUM_FONT_ID, backbuf_surface, test_txt, mouse_pt.x, mouse_pt.y,
_vm->_gfx->getWhite(), _vm->_gfx->getBlack(), FONT_OUTLINE | FONT_CENTERED);
}
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// Display palette test, if applicable
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if (_flags & RF_PALETTE_TEST) {
drawPalette(backbuf_surface);
}
_system->copyRectToScreen((byte *)backbuf_surface->pixels, backbuf_surface->w, 0, 0,
backbuf_surface->w, backbuf_surface->h);
_system->updateScreen();
return SUCCESS;
}
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unsigned int Render::getFrameCount() {
return _framecount;
}
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unsigned int Render::resetFrameCount() {
unsigned int framecount = _framecount;
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_framecount = 0;
return framecount;
}
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void Render::fpsTimerCallback(void *refCon) {
((Render *)refCon)->fpsTimer();
}
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void Render::fpsTimer(void) {
_fps = _framecount;
_framecount = 0;
}
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unsigned int Render::getFlags() {
return _flags;
}
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void Render::setFlag(unsigned int flag) {
_flags |= flag;
}
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void Render::toggleFlag(unsigned int flag) {
_flags ^= flag;
}
int Render::getBufferInfo(BUFFER_INFO *bufinfo) {
assert(bufinfo != NULL);
bufinfo->bg_buf = _bg_buf;
bufinfo->bg_buf_w = _bg_buf_w;
bufinfo->bg_buf_h = _bg_buf_h;
bufinfo->tmp_buf = _tmp_buf;
bufinfo->tmp_buf_w = _tmp_buf_w;
bufinfo->tmp_buf_h = _tmp_buf_h;
return SUCCESS;
}
} // End of namespace Saga