mirror of
https://github.com/libretro/scummvm.git
synced 2025-05-13 09:36:21 +00:00
Dumped most of the remaining "driver" code into a new "Display" class. This
touches a lot of the code, of course, and adds yet another global variable (temporarily, I hope), but everything still seems to work. Knock on wood. svn-id: r10806
This commit is contained in:
parent
f74a0c18aa
commit
8b42d65a7e
@ -776,14 +776,14 @@ int32 FN_play_sequence(int32 *params) {
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// now clear the screen in case the Sequence was quitted (using ESC)
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// rather than fading down to black
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EraseBackBuffer();
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g_display->clearScene();
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// zero the entire palette in case we're about to fade up!
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_palEntry pal[256];
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_palEntry pal[256];
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memset(pal, 0, 256 * sizeof(_palEntry));
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BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
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g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
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debug(5, "FN_play_sequence FINISHED");
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@ -108,7 +108,6 @@ void Send_fore_par1_frames(void);
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// ---------------------------------------------------------------------------
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void Build_display(void) {
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bool end;
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#ifdef _SWORD2_DEBUG
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uint8 pal[12] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0 };
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#endif
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@ -133,25 +132,21 @@ void Build_display(void) {
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// there is a valid screen to run
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if (!console_status && this_screen.background_layer_id) {
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// set the scroll position
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SetScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y);
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g_display->setScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y);
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// increment the mouse frame
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AnimateMouse();
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g_display->animateMouse();
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StartRenderCycle();
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g_display->startRenderCycle();
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while (1) {
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// START OF RENDER CYCLE
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// ---------------------------------------------------
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// clear the back buffer, before building up the new
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// screen from the back forwards
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// FIXME: I'm not convinced that this is needed. Isn't
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// the whole screen redrawn each time?
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// EraseBackBuffer();
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// g_display->clearScene();
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// ---------------------------------------------------
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// first background parallax + related anims
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// open the screen resource
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@ -159,7 +154,7 @@ void Build_display(void) {
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
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if (screenLayerTable->bg_parallax[0]) {
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RenderParallax(FetchBackgroundParallaxLayer(file, 0), 0);
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g_display->renderParallax(FetchBackgroundParallaxLayer(file, 0), 0);
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// release the screen resource before cacheing
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// the sprites
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res_man.close(this_screen.background_layer_id);
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@ -169,7 +164,6 @@ void Build_display(void) {
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res_man.close(this_screen.background_layer_id);
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}
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// ---------------------------------------------------
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// second background parallax + related anims
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// open the screen resource
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@ -177,7 +171,7 @@ void Build_display(void) {
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
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if (screenLayerTable->bg_parallax[1]) {
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RenderParallax(FetchBackgroundParallaxLayer(file, 1), 1);
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g_display->renderParallax(FetchBackgroundParallaxLayer(file, 1), 1);
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// release the screen resource before cacheing
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// the sprites
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res_man.close(this_screen.background_layer_id);
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@ -187,16 +181,14 @@ void Build_display(void) {
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res_man.close(this_screen.background_layer_id);
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}
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// ---------------------------------------------------
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// normal backround layer (just the one!)
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// open the screen resource
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file = res_man.open(this_screen.background_layer_id);
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RenderParallax(FetchBackgroundLayer(file), 2);
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g_display->renderParallax(FetchBackgroundLayer(file), 2);
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// release the screen resource
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res_man.close(this_screen.background_layer_id);
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// ---------------------------------------------------
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// sprites & layers
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Send_back_frames(); // background sprites
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@ -204,7 +196,6 @@ void Build_display(void) {
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Send_sort_frames(); // sorted sprites & layers
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Send_fore_frames(); // foreground sprites
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// ---------------------------------------------------
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// first foreground parallax + related anims
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// open the screen resource
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@ -212,7 +203,7 @@ void Build_display(void) {
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
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if (screenLayerTable->fg_parallax[0]) {
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RenderParallax(FetchForegroundParallaxLayer(file, 0), 3);
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g_display->renderParallax(FetchForegroundParallaxLayer(file, 0), 3);
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// release the screen resource before cacheing
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// the sprites
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res_man.close(this_screen.background_layer_id);
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@ -222,7 +213,6 @@ void Build_display(void) {
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res_man.close(this_screen.background_layer_id);
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}
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//----------------------------------------------------
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// second foreground parallax + related anims
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// open the screen resource
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@ -230,7 +220,7 @@ void Build_display(void) {
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screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
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if (screenLayerTable->fg_parallax[1]) {
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RenderParallax(FetchForegroundParallaxLayer(file, 1), 4);
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g_display->renderParallax(FetchForegroundParallaxLayer(file, 1), 4);
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// release the screen resource before cacheing
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// the sprites
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res_man.close(this_screen.background_layer_id);
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@ -240,29 +230,24 @@ void Build_display(void) {
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res_man.close(this_screen.background_layer_id);
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}
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// ---------------------------------------------------
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// walkgrid, mouse & player markers & mouse area
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// rectangle
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Draw_debug_graphics();
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// ---------------------------------------------------
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// text blocks
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// speech blocks and headup debug text
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fontRenderer.printTextBlocs();
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// ---------------------------------------------------
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// menu bar & icons
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ProcessMenu();
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g_display->processMenu();
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// ---------------------------------------------------
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// ready - blit to screen
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ServiceWindows();
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g_display->updateDisplay();
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//----------------------------------------------------
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// update our fps reading
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frameCount++;
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@ -273,20 +258,16 @@ void Build_display(void) {
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cycleTime = SVM_timeGetTime() + 1000;
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}
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// ---------------------------------------------------
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// check if we've got time to render the screen again
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// Check if we've got time to render the screen again
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// this cycle (so drivers can smooth out the scrolling
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// in between normal game cycles)
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EndRenderCycle(&end);
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// if we haven't got time to render again this cycle,
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//
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// If we haven't got time to render again this cycle,
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// drop out of 'render cycle' while-loop
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if (end)
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break;
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// ---------------------------------------------------
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} // END OF RENDER CYCLE
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if (g_display->endRenderCycle())
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break;
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}
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}
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#ifdef _SWORD2_DEBUG
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else if (console_status) {
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@ -302,13 +283,13 @@ void Build_display(void) {
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spriteInfo.data = console_sprite->ad;
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spriteInfo.colourTable = 0;
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rv = DrawSprite(&spriteInfo);
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rv = g_display->drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x (drawing console)", rv);
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} else{
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StartConsole();
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// force the palette
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BS2_SetPalette(0, 3, pal, RDPAL_INSTANT);
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g_display->setPalette(0, 3, pal, RDPAL_INSTANT);
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Print_to_console("no valid screen?");
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}
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#endif
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@ -329,24 +310,24 @@ void DisplayMsg(uint8 *text, int time) {
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warning("DisplayMsg: %s", (char *) text);
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if (GetFadeStatus() != RDFADE_BLACK) {
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FadeDown((float) 0.75);
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WaitForFade();
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if (g_display->getFadeStatus() != RDFADE_BLACK) {
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g_display->fadeDown();
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g_display->waitForFade();
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}
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Set_mouse(0);
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Set_luggage(0);
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CloseMenuImmediately();
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EraseBackBuffer();
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g_display->closeMenuImmediately();
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g_display->clearScene();
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text_spr = fontRenderer.makeTextSprite(text, 640, 187, g_sword2->_speechFontId);
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frame = (_frameHeader *) text_spr->ad;
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spriteInfo.x = screenWide / 2 - frame->width / 2;
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spriteInfo.x = g_display->_screenWide / 2 - frame->width / 2;
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if (!time)
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spriteInfo.y = screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
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spriteInfo.y = g_display->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
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else
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spriteInfo.y = 400 - frame->height;
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spriteInfo.w = frame->width;
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@ -359,33 +340,34 @@ void DisplayMsg(uint8 *text, int time) {
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spriteInfo.data = text_spr->ad + sizeof(_frameHeader);
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spriteInfo.colourTable = 0;
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rv = DrawSprite(&spriteInfo);
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rv = g_display->drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x (in DisplayMsg)", rv);
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memcpy((char *) oldPal, (char *) palCopy, 256 * sizeof(_palEntry));
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memcpy((char *) oldPal, (char *) g_display->_palCopy, 256 * sizeof(_palEntry));
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memset(pal, 0, 256 * sizeof(_palEntry));
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pal[187].red = 255;
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pal[187].green = 255;
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pal[187].blue = 255;
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BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
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g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
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FadeUp((float) 0.75);
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g_display->fadeUp();
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memory.freeMemory(text_spr);
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WaitForFade();
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g_display->waitForFade();
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uint32 targetTime = SVM_timeGetTime() + (time * 1000);
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rv = DrawSprite(&spriteInfo); // Keep the message there even when the user task swaps.
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// Keep the message there even when the user task swaps.
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rv = g_display->drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x (in DisplayMsg)", rv);
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sleepUntil(targetTime);
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BS2_SetPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
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g_display->setPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
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}
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// ---------------------------------------------------------------------------
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@ -394,13 +376,13 @@ void DisplayMsg(uint8 *text, int time) {
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//
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void RemoveMsg(void) {
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FadeDown((float) 0.75);
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g_display->fadeDown();
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WaitForFade();
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g_display->waitForFade();
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EraseBackBuffer();
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g_display->clearScene();
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// FadeUp((float) 0.75);
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// g_display->fadeUp();
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// removed by JEL (08oct97) to prevent "eye" smacker corruption when
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// restarting game from CD2 and also to prevent palette flicker when
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// restoring game to a different CD since the "insert CD" message uses
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@ -516,7 +498,7 @@ void Process_layer(uint32 layer_number) {
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#endif
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//------------------------------------------
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rv = DrawSprite(&spriteInfo);
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rv = g_display->drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x in Process_layer(%d)", rv, layer_number);
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@ -559,7 +541,7 @@ void Process_image(buildit *build_unit) {
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// but the same compression can be decompressed using the
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// RLE256 routines!
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// NOTE: If this restriction refers to DrawSprite(), I don't
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// NOTE: If this restriction refers to drawSprite(), I don't
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// think we have it any more. But I'm not sure.
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if (build_unit->scale || anim_head->blend || build_unit->shadingFlag)
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@ -649,7 +631,7 @@ void Process_image(buildit *build_unit) {
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// }
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// #endif
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rv = DrawSprite(&spriteInfo);
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rv = g_display->drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x with sprite %s (%d) in Process_image",
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rv, FetchObjectName(build_unit->anim_resource),
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@ -933,14 +915,14 @@ void Start_new_palette(void) {
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// if the screen is still fading down then wait for black - could
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// happen when everythings cached into a large memory model
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WaitForFade();
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g_display->waitForFade();
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// open the screen file
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screenFile = res_man.open(this_screen.background_layer_id);
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UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile));
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g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile));
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BS2_SetPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE);
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g_display->setPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE);
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// indicating that it's a screen palette
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lastPaletteRes = 0;
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@ -949,8 +931,7 @@ void Start_new_palette(void) {
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res_man.close(this_screen.background_layer_id);
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// start fade up
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// FadeUp((float) 1.75);
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FadeUp((float) 0.75);
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g_display->fadeUp();
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// reset
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this_screen.new_palette = 0;
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@ -980,17 +961,17 @@ int32 FN_fade_down(int32 *params) {
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// NONE means up! can only be called when screen is fully faded up -
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// multiple calls wont have strange effects
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if (GetFadeStatus() == RDFADE_NONE)
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FadeDown((float) 0.75);
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if (g_display->getFadeStatus() == RDFADE_NONE)
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g_display->fadeDown();
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return IR_CONT;
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}
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int32 FN_fade_up(int32 *params) {
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WaitForFade();
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g_display->waitForFade();
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if (GetFadeStatus() == RDFADE_BLACK)
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FadeUp((float) 0.75);
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if (g_display->getFadeStatus() == RDFADE_BLACK)
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g_display->fadeUp();
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return IR_CONT;
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}
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@ -1076,9 +1057,9 @@ void SetFullPalette(int32 palRes) {
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file[3] = 0;
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// not yet in separate palette files
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// UpdatePaletteMatchTable(file + (256 * 4));
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// g_display->updatePaletteMatchTable(file + (256 * 4));
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BS2_SetPalette(0, 256, file, RDPAL_INSTANT);
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g_display->setPalette(0, 256, file, RDPAL_INSTANT);
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if (palRes != CONTROL_PANEL_PALETTE) { // (James 03sep97)
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// indicating that it's a separate palette resource
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@ -1092,9 +1073,9 @@ void SetFullPalette(int32 palRes) {
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if (this_screen.background_layer_id) {
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// open the screen file
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file = res_man.open(this_screen.background_layer_id);
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UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file));
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g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file));
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BS2_SetPalette(0, 256, FetchPalette(file), RDPAL_INSTANT);
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g_display->setPalette(0, 256, FetchPalette(file), RDPAL_INSTANT);
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// indicating that it's a screen palette
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lastPaletteRes = 0;
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@ -1115,7 +1096,7 @@ int32 FN_change_shadows(int32 *params) {
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// if last screen was using a shading mask (see below)
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if (this_screen.mask_flag) {
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rv = CloseLightMask();
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rv = g_display->closeLightMask();
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if (rv)
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error("Driver Error %.8x [%s line %u]", rv);
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@ -164,7 +164,7 @@ void Init_console(void) {
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con_width = screenWide; //max across
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// Force a palatte for the console.
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BS2_SetPalette(CON_PEN, 1, white, RDPAL_INSTANT);
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g_display->setPalette(CON_PEN, 1, white, RDPAL_INSTANT);
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console_sprite = memory.alloc(con_width * (CON_lines * con_chr_height), MEM_float, UID_con_sprite);
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@ -213,7 +213,7 @@ uint32 Tconsole(uint32 mode) {
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StartConsole();
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while (1) {
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ServiceWindows();
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g_display->updateDisplay();
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if (breakOut)
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break;
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@ -460,7 +460,7 @@ uint32 Parse_user_input(void) {
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case 18: // S (same as START)
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Con_start(&input[1][0]);
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// force the palette
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BS2_SetPalette(187, 1, pal, RDPAL_INSTANT);
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g_display->setPalette(187, 1, pal, RDPAL_INSTANT);
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return 0;
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case 9: // INFO
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displayDebugText = 1 - displayDebugText;
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@ -729,7 +729,7 @@ void Con_help(void) {
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Build_display();
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do {
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ServiceWindows();
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g_display->updateDisplay();
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} while (!KeyWaiting());
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ReadKey(&c);
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@ -803,8 +803,8 @@ void Con_fatal_error(const char *format, ...) {
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char buf[150];
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uint8 white[4] = { 255, 255, 255, 0 };
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// set text colour in case screen is faded down! (James 05mar97)
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BS2_SetPalette(CON_PEN, 1, white, RDPAL_INSTANT);
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// set text colour in case screen is faded down!
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g_display->setPalette(CON_PEN, 1, white, RDPAL_INSTANT);
|
||||
|
||||
va_start(arg_ptr,format);
|
||||
_vsnprintf(buf, 150, format, arg_ptr);
|
||||
@ -912,7 +912,7 @@ void Con_list_savegames(void) {
|
||||
Build_display();
|
||||
|
||||
do {
|
||||
ServiceWindows();
|
||||
g_display->updateDisplay();
|
||||
} while (!KeyWaiting());
|
||||
|
||||
ReadKey(&c);
|
||||
|
@ -74,7 +74,7 @@ public:
|
||||
sprite.data = (uint8 *) (head + 1);
|
||||
sprite.w = head->width;
|
||||
sprite.h = head->height;
|
||||
CreateSurface(&sprite, &_glyph[i]._data);
|
||||
g_display->createSurface(&sprite, &_glyph[i]._data);
|
||||
_glyph[i]._width = head->width;
|
||||
_glyph[i]._height = head->height;
|
||||
}
|
||||
@ -84,7 +84,7 @@ public:
|
||||
|
||||
~FontRendererGui() {
|
||||
for (int i = 0; i < SIZE_OF_CHAR_SET; i++)
|
||||
DeleteSurface(_glyph[i]._data);
|
||||
g_display->deleteSurface(_glyph[i]._data);
|
||||
}
|
||||
|
||||
void fetchText(int textId, char *buf) {
|
||||
@ -143,7 +143,7 @@ void FontRendererGui::drawText(char *text, int x, int y, int alignment) {
|
||||
sprite.w = _glyph[text[i] - 32]._width;
|
||||
sprite.h = _glyph[text[i] - 32]._height;
|
||||
|
||||
DrawSurface(&sprite, _glyph[text[i] - 32]._data);
|
||||
g_display->drawSurface(&sprite, _glyph[text[i] - 32]._data);
|
||||
|
||||
sprite.x += (_glyph[(int) text[i] - 32]._width - CHARACTER_OVERLAP);
|
||||
}
|
||||
@ -186,7 +186,7 @@ public:
|
||||
virtual ~Widget() {
|
||||
for (int i = 0; i < _numStates; i++) {
|
||||
if (_surfaces[i]._original)
|
||||
DeleteSurface(_surfaces[i]._surface);
|
||||
g_display->deleteSurface(_surfaces[i]._surface);
|
||||
}
|
||||
free(_sprites);
|
||||
free(_surfaces);
|
||||
@ -228,7 +228,7 @@ public:
|
||||
}
|
||||
|
||||
virtual void paint(Common::Rect *clipRect = NULL) {
|
||||
DrawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect);
|
||||
g_display->drawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect);
|
||||
}
|
||||
|
||||
virtual void onMouseEnter() {}
|
||||
@ -291,7 +291,7 @@ void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc)
|
||||
// Points to just after frame header, ie. start of sprite data
|
||||
_sprites[state].data = (uint8 *) (frame_head + 1);
|
||||
|
||||
CreateSurface(&_sprites[state], &_surfaces[state]._surface);
|
||||
g_display->createSurface(&_sprites[state], &_surfaces[state]._surface);
|
||||
_surfaces[state]._original = true;
|
||||
|
||||
// Release the anim resource
|
||||
@ -339,7 +339,7 @@ public:
|
||||
virtual void onAction(Widget *widget, int result = 0) {}
|
||||
|
||||
virtual void paint() {
|
||||
EraseBackBuffer();
|
||||
g_display->clearScene();
|
||||
for (int i = 0; i < _numWidgets; i++)
|
||||
_widgets[i]->paint();
|
||||
}
|
||||
@ -362,12 +362,11 @@ int Dialog::run() {
|
||||
|
||||
while (!_finish) {
|
||||
// So that the menu icons will reach their full size
|
||||
ProcessMenu();
|
||||
g_display->processMenu();
|
||||
g_display->updateDisplay();
|
||||
|
||||
ServiceWindows();
|
||||
|
||||
int16 newMouseX = mousex;
|
||||
int16 newMouseY = mousey + 40;
|
||||
int16 newMouseX = g_display->_mouseX;
|
||||
int16 newMouseY = g_display->_mouseY + 40;
|
||||
|
||||
_mouseEvent *me = MouseEvent();
|
||||
_keyboardEvent ke;
|
||||
@ -388,7 +387,7 @@ int Dialog::run() {
|
||||
_widgets[i]->onMouseEnter();
|
||||
if (oldHit && !newHit)
|
||||
_widgets[i]->onMouseExit();
|
||||
if (mousex != oldMouseX || mousey != oldMouseY)
|
||||
if (g_display->_mouseX != oldMouseX || g_display->_mouseY != oldMouseY)
|
||||
_widgets[i]->onMouseMove(newMouseX, newMouseY);
|
||||
|
||||
if (me) {
|
||||
@ -788,8 +787,8 @@ public:
|
||||
_musicSlider->setValue(g_sound->getMusicVolume());
|
||||
_speechSlider->setValue(g_sound->getSpeechVolume());
|
||||
_fxSlider->setValue(g_sound->getFxVolume());
|
||||
_gfxSlider->setValue(GetRenderType());
|
||||
_gfxPreview->setState(GetRenderType());
|
||||
_gfxSlider->setValue(g_display->getRenderLevel());
|
||||
_gfxPreview->setState(g_display->getRenderLevel());
|
||||
}
|
||||
|
||||
~OptionsDialog() {
|
||||
@ -901,7 +900,7 @@ int32 OptionsDialog::writeOptionSettings(void) {
|
||||
buff[3] = g_sound->isMusicMute();
|
||||
buff[4] = g_sound->isSpeechMute();
|
||||
buff[5] = g_sound->isFxMute();
|
||||
buff[6] = GetRenderType();
|
||||
buff[6] = g_display->getRenderLevel();
|
||||
buff[7] = gui._subtitles;
|
||||
buff[8] = gui._pointerTextSelected;
|
||||
buff[9] = gui._stereoReversed;
|
||||
@ -1352,7 +1351,7 @@ void SaveLoadDialog::saveLoadError(char* text) {
|
||||
while (1) {
|
||||
_mouseEvent *me;
|
||||
|
||||
ServiceWindows();
|
||||
g_display->updateDisplay();
|
||||
|
||||
if (KeyWaiting()) {
|
||||
_keyboardEvent ke;
|
||||
@ -1396,7 +1395,6 @@ void Gui::quitControl(void) {
|
||||
|
||||
// close engine systems down
|
||||
Close_game();
|
||||
CloseAppWindow();
|
||||
exit(0);
|
||||
}
|
||||
|
||||
@ -1410,13 +1408,13 @@ void Gui::restartControl(void) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Stop music instantly! (James 22aug97)
|
||||
// Stop music instantly!
|
||||
Kill_music();
|
||||
|
||||
//in case we were dead - well we're not anymore!
|
||||
DEAD = 0;
|
||||
|
||||
EraseBackBuffer();
|
||||
g_display->clearScene();
|
||||
|
||||
// restart the game
|
||||
// clear all memory and reset the globals
|
||||
@ -1450,9 +1448,9 @@ void Gui::restartControl(void) {
|
||||
// FN_register_frame)
|
||||
Reset_mouse_list();
|
||||
|
||||
CloseMenuImmediately();
|
||||
g_display->closeMenuImmediately();
|
||||
|
||||
// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! (James29may97)
|
||||
// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
|
||||
// - this is taken from FN_init_background
|
||||
// switch on scrolling (2 means first time on screen)
|
||||
|
||||
@ -1525,33 +1523,7 @@ void Gui::optionControl(void) {
|
||||
}
|
||||
|
||||
void Gui::updateGraphicsLevel(uint8 newLevel) {
|
||||
switch (newLevel) {
|
||||
case 0:
|
||||
// Lowest setting: no graphics fx
|
||||
ClearTransFx();
|
||||
ClearShadowFx();
|
||||
ClearBltFx();
|
||||
break;
|
||||
case 1:
|
||||
// Medium-low setting: transparency-blending
|
||||
SetTransFx();
|
||||
ClearShadowFx();
|
||||
ClearBltFx();
|
||||
break;
|
||||
case 2:
|
||||
// Medium-high setting: transparency-blending + shading
|
||||
SetTransFx();
|
||||
SetShadowFx();
|
||||
ClearBltFx();
|
||||
break;
|
||||
case 3:
|
||||
// Highest setting: transparency-blending + shading +
|
||||
// edge-blending + improved stretching
|
||||
SetTransFx();
|
||||
SetShadowFx();
|
||||
SetBltFx();
|
||||
break;
|
||||
}
|
||||
g_display->setRenderLevel(newLevel);
|
||||
|
||||
// update our global variable - which needs to be checked when dimming
|
||||
// the palette in PauseGame() in sword2.cpp (since palette-matching
|
||||
|
@ -29,49 +29,15 @@ namespace Sword2 {
|
||||
#define MAX_MOUSE_EVENTS 16
|
||||
#define MOUSEFLASHFRAME 6
|
||||
|
||||
#if !defined(__GNUC__)
|
||||
#pragma START_PACK_STRUCTS
|
||||
#endif
|
||||
|
||||
struct _mouseAnim {
|
||||
uint8 runTimeComp; // type of runtime compression used for the
|
||||
// frame data
|
||||
uint8 noAnimFrames; // number of frames in the anim
|
||||
int8 xHotSpot;
|
||||
int8 yHotSpot;
|
||||
uint8 mousew;
|
||||
uint8 mouseh;
|
||||
} GCC_PACK;
|
||||
|
||||
#if !defined(__GNUC__)
|
||||
#pragma END_PACK_STRUCTS
|
||||
#endif
|
||||
|
||||
int16 mousex;
|
||||
int16 mousey;
|
||||
|
||||
static uint8 mouseBacklog = 0;
|
||||
static uint8 mouseLogPos = 0;
|
||||
static uint8 mouseFrame;
|
||||
static uint8 *mouseSprite = NULL;
|
||||
static _mouseAnim *mouseAnim = NULL;
|
||||
static _mouseAnim *luggageAnim = NULL;
|
||||
static _mouseEvent mouseLog[MAX_MOUSE_EVENTS];
|
||||
static int32 *mouseOffsets;
|
||||
static int32 *luggageOffset;
|
||||
|
||||
// This is the maximum mouse cursor size in the SDL backend
|
||||
|
||||
#define MAX_MOUSE_W 80
|
||||
#define MAX_MOUSE_H 80
|
||||
|
||||
byte _mouseData[MAX_MOUSE_W * MAX_MOUSE_H];
|
||||
|
||||
void ResetRenderEngine(void) {
|
||||
parallaxScrollx = 0;
|
||||
parallaxScrolly = 0;
|
||||
scrollx = 0;
|
||||
scrolly = 0;
|
||||
void Display::resetRenderEngine(void) {
|
||||
_parallaxScrollX = 0;
|
||||
_parallaxScrollY = 0;
|
||||
_scrollX = 0;
|
||||
_scrollY = 0;
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
@ -96,7 +62,7 @@ void LogMouseEvent(uint16 buttons) {
|
||||
// 0xFF. That means that parts of the mouse cursor that weren't meant to be
|
||||
// transparent may be now.
|
||||
|
||||
int32 DecompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff = 0, int yOff = 0) {
|
||||
void Display::decompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff, int yOff) {
|
||||
int32 size = width * height;
|
||||
int32 i = 0;
|
||||
int x = 0;
|
||||
@ -119,12 +85,10 @@ int32 DecompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pit
|
||||
i += *comp++;
|
||||
}
|
||||
}
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
void DrawMouse(void) {
|
||||
if (!mouseAnim && !luggageAnim)
|
||||
void Display::drawMouse(void) {
|
||||
if (!_mouseAnim && !_luggageAnim)
|
||||
return;
|
||||
|
||||
// When an object is used in the game, the mouse cursor should be a
|
||||
@ -140,27 +104,27 @@ void DrawMouse(void) {
|
||||
int deltaX = 0;
|
||||
int deltaY = 0;
|
||||
|
||||
if (mouseAnim) {
|
||||
hotspot_x = mouseAnim->xHotSpot;
|
||||
hotspot_y = mouseAnim->yHotSpot;
|
||||
mouse_width = mouseAnim->mousew;
|
||||
mouse_height = mouseAnim->mouseh;
|
||||
if (_mouseAnim) {
|
||||
hotspot_x = _mouseAnim->xHotSpot;
|
||||
hotspot_y = _mouseAnim->yHotSpot;
|
||||
mouse_width = _mouseAnim->mousew;
|
||||
mouse_height = _mouseAnim->mouseh;
|
||||
}
|
||||
|
||||
if (luggageAnim) {
|
||||
if (!mouseAnim) {
|
||||
hotspot_x = luggageAnim->xHotSpot;
|
||||
hotspot_y = luggageAnim->yHotSpot;
|
||||
if (_luggageAnim) {
|
||||
if (!_mouseAnim) {
|
||||
hotspot_x = _luggageAnim->xHotSpot;
|
||||
hotspot_y = _luggageAnim->yHotSpot;
|
||||
}
|
||||
if (luggageAnim->mousew > mouse_width)
|
||||
mouse_width = luggageAnim->mousew;
|
||||
if (luggageAnim->mouseh > mouse_height)
|
||||
mouse_height = luggageAnim->mouseh;
|
||||
if (_luggageAnim->mousew > mouse_width)
|
||||
mouse_width = _luggageAnim->mousew;
|
||||
if (_luggageAnim->mouseh > mouse_height)
|
||||
mouse_height = _luggageAnim->mouseh;
|
||||
}
|
||||
|
||||
if (mouseAnim && luggageAnim) {
|
||||
deltaX = mouseAnim->xHotSpot - luggageAnim->xHotSpot;
|
||||
deltaY = mouseAnim->yHotSpot - luggageAnim->yHotSpot;
|
||||
if (_mouseAnim && _luggageAnim) {
|
||||
deltaX = _mouseAnim->xHotSpot - _luggageAnim->xHotSpot;
|
||||
deltaY = _mouseAnim->yHotSpot - _luggageAnim->yHotSpot;
|
||||
}
|
||||
|
||||
assert(deltaX >= 0);
|
||||
@ -184,12 +148,12 @@ void DrawMouse(void) {
|
||||
|
||||
memset(_mouseData, 0xFF, mouse_width * mouse_height);
|
||||
|
||||
if (luggageAnim)
|
||||
DecompressMouse(_mouseData, (uint8 *) luggageAnim + READ_LE_UINT32(luggageOffset), luggageAnim->mousew,
|
||||
luggageAnim->mouseh, mouse_width, deltaX, deltaY);
|
||||
if (_luggageAnim)
|
||||
decompressMouse(_mouseData, (uint8 *) _luggageAnim + READ_LE_UINT32(_luggageOffset), _luggageAnim->mousew,
|
||||
_luggageAnim->mouseh, mouse_width, deltaX, deltaY);
|
||||
|
||||
if (mouseAnim)
|
||||
DecompressMouse(_mouseData, mouseSprite, mouseAnim->mousew, mouseAnim->mouseh, mouse_width);
|
||||
if (_mouseAnim)
|
||||
decompressMouse(_mouseData, _mouseSprite, _mouseAnim->mousew, _mouseAnim->mouseh, mouse_width);
|
||||
|
||||
g_system->set_mouse_cursor(_mouseData, mouse_width, mouse_height, hotspot_x, hotspot_y);
|
||||
}
|
||||
@ -222,19 +186,19 @@ uint8 CheckForMouseEvents(void) {
|
||||
* Animates the current mouse pointer
|
||||
*/
|
||||
|
||||
int32 AnimateMouse(void) {
|
||||
uint8 prevMouseFrame = mouseFrame;
|
||||
int32 Display::animateMouse(void) {
|
||||
uint8 prevMouseFrame = _mouseFrame;
|
||||
|
||||
if (!mouseAnim)
|
||||
if (!_mouseAnim)
|
||||
return RDERR_UNKNOWN;
|
||||
|
||||
if (++mouseFrame == mouseAnim->noAnimFrames)
|
||||
mouseFrame = MOUSEFLASHFRAME;
|
||||
if (++_mouseFrame == _mouseAnim->noAnimFrames)
|
||||
_mouseFrame = MOUSEFLASHFRAME;
|
||||
|
||||
mouseSprite = (uint8 *) mouseAnim + READ_LE_UINT32(mouseOffsets + mouseFrame);
|
||||
_mouseSprite = (uint8 *) _mouseAnim + READ_LE_UINT32(_mouseOffsets + _mouseFrame);
|
||||
|
||||
if (mouseFrame != prevMouseFrame)
|
||||
DrawMouse();
|
||||
if (_mouseFrame != prevMouseFrame)
|
||||
drawMouse();
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
@ -247,32 +211,32 @@ int32 AnimateMouse(void) {
|
||||
* or not there is a lead-in animation
|
||||
*/
|
||||
|
||||
int32 SetMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
|
||||
if (mouseAnim) {
|
||||
free(mouseAnim);
|
||||
mouseAnim = NULL;
|
||||
int32 Display::setMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
|
||||
if (_mouseAnim) {
|
||||
free(_mouseAnim);
|
||||
_mouseAnim = NULL;
|
||||
}
|
||||
|
||||
if (ma) {
|
||||
if (mouseFlash == RDMOUSE_FLASH)
|
||||
mouseFrame = 0;
|
||||
_mouseFrame = 0;
|
||||
else
|
||||
mouseFrame = MOUSEFLASHFRAME;
|
||||
_mouseFrame = MOUSEFLASHFRAME;
|
||||
|
||||
mouseAnim = (_mouseAnim *) malloc(size);
|
||||
if (!mouseAnim)
|
||||
_mouseAnim = (struct _mouseAnim *) malloc(size);
|
||||
if (!_mouseAnim)
|
||||
return RDERR_OUTOFMEMORY;
|
||||
|
||||
memcpy((uint8 *) mouseAnim, ma, size);
|
||||
mouseOffsets = (int32 *) ((uint8 *) mouseAnim + sizeof(_mouseAnim));
|
||||
memcpy((uint8 *) _mouseAnim, ma, size);
|
||||
_mouseOffsets = (int32 *) ((uint8 *) _mouseAnim + sizeof(struct _mouseAnim));
|
||||
|
||||
AnimateMouse();
|
||||
DrawMouse();
|
||||
animateMouse();
|
||||
drawMouse();
|
||||
|
||||
g_system->show_mouse(true);
|
||||
} else {
|
||||
if (luggageAnim)
|
||||
DrawMouse();
|
||||
if (_luggageAnim)
|
||||
drawMouse();
|
||||
else
|
||||
g_system->show_mouse(false);
|
||||
}
|
||||
@ -287,27 +251,27 @@ int32 SetMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
|
||||
* @param size the size of the animation data
|
||||
*/
|
||||
|
||||
int32 SetLuggageAnim(uint8 *ma, int32 size) {
|
||||
if (luggageAnim) {
|
||||
free(luggageAnim);
|
||||
luggageAnim = NULL;
|
||||
int32 Display::setLuggageAnim(uint8 *ma, int32 size) {
|
||||
if (_luggageAnim) {
|
||||
free(_luggageAnim);
|
||||
_luggageAnim = NULL;
|
||||
}
|
||||
|
||||
if (ma) {
|
||||
luggageAnim = (_mouseAnim *) malloc(size);
|
||||
if (!luggageAnim)
|
||||
_luggageAnim = (struct _mouseAnim *) malloc(size);
|
||||
if (!_luggageAnim)
|
||||
return RDERR_OUTOFMEMORY;
|
||||
|
||||
memcpy((uint8 *) luggageAnim, ma, size);
|
||||
luggageOffset = (int32 *) ((uint8 *) luggageAnim + sizeof(_mouseAnim));
|
||||
memcpy((uint8 *) _luggageAnim, ma, size);
|
||||
_luggageOffset = (int32 *) ((uint8 *) _luggageAnim + sizeof(struct _mouseAnim));
|
||||
|
||||
AnimateMouse();
|
||||
DrawMouse();
|
||||
animateMouse();
|
||||
drawMouse();
|
||||
|
||||
g_system->show_mouse(true);
|
||||
} else {
|
||||
if (mouseAnim)
|
||||
DrawMouse();
|
||||
if (_mouseAnim)
|
||||
drawMouse();
|
||||
else
|
||||
g_system->show_mouse(false);
|
||||
}
|
||||
|
@ -22,11 +22,7 @@
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
extern int16 mousex; // Mouse x coordinate
|
||||
extern int16 mousey; // Mouse y coordinate
|
||||
|
||||
extern void LogMouseEvent(uint16 buttons);
|
||||
extern int32 DrawMouse(void);
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
||||
|
@ -30,118 +30,90 @@
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
byte *lpBackBuffer;
|
||||
Display::Display(int16 width, int16 height)
|
||||
: _iconCount(0), _needFullRedraw(false), _fadeStatus(RDFADE_NONE),
|
||||
_mouseSprite(NULL), _mouseAnim(NULL), _luggageAnim(NULL),
|
||||
_layer(0), _renderAverageTime(60), _lightMask(NULL),
|
||||
_screenWide(width), _screenDeep(height) {
|
||||
|
||||
// Game screen metrics
|
||||
int16 screenDeep;
|
||||
int16 screenWide;
|
||||
int i, j;
|
||||
|
||||
// Scroll variables. scrollx and scrolly hold the current scroll position,
|
||||
_buffer = (byte *) malloc(width * height);
|
||||
if (!_buffer)
|
||||
error("Could not initialise display");
|
||||
|
||||
int16 scrollx;
|
||||
int16 scrolly;
|
||||
|
||||
int32 renderCaps = 0;
|
||||
|
||||
/**
|
||||
* Initialise the display with the sizes passed in.
|
||||
* @return RD_OK, or an error code if the display cannot be set up.
|
||||
*/
|
||||
|
||||
int32 InitialiseDisplay(int16 width, int16 height) {
|
||||
g_system->init_size(width, height);
|
||||
|
||||
screenWide = width;
|
||||
screenDeep = height;
|
||||
for (i = 0; i < ARRAYSIZE(_blockSurfaces); i++)
|
||||
_blockSurfaces[i] = NULL;
|
||||
|
||||
lpBackBuffer = (byte *) malloc(screenWide * screenDeep);
|
||||
if (!lpBackBuffer)
|
||||
return RDERR_OUTOFMEMORY;
|
||||
for (i = 0; i < 2; i++) {
|
||||
for (j = 0; j < RDMENU_MAXPOCKETS; j++) {
|
||||
_icons[i][j] = NULL;
|
||||
_pocketStatus[i][j] = 0;
|
||||
}
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
// FIXME: Clean up this mess. I don't want to add any new flags, but some of
|
||||
// them should be renamed. Or maybe we should abandon the whole renderCaps
|
||||
// thing and simply check the numeric value of the graphics quality setting
|
||||
// instead.
|
||||
|
||||
// Note that SetTransFx() actually clears a bit. That's intentional.
|
||||
|
||||
void SetTransFx(void) {
|
||||
renderCaps &= ~RDBLTFX_ALLHARDWARE;
|
||||
}
|
||||
|
||||
void ClearTransFx(void) {
|
||||
renderCaps |= RDBLTFX_ALLHARDWARE;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the edge blend and arithmetic stretching effects.
|
||||
*/
|
||||
|
||||
void SetBltFx(void) {
|
||||
renderCaps |= (RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH);
|
||||
}
|
||||
|
||||
/**
|
||||
* Clears the edge blend and arithmetic stretching effects.
|
||||
*/
|
||||
|
||||
void ClearBltFx(void) {
|
||||
renderCaps &= ~(RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH);
|
||||
}
|
||||
|
||||
void SetShadowFx(void) {
|
||||
renderCaps |= RDBLTFX_SHADOWBLEND;
|
||||
}
|
||||
|
||||
void ClearShadowFx(void) {
|
||||
renderCaps &= ~RDBLTFX_SHADOWBLEND;
|
||||
_menuStatus[i] = RDMENU_HIDDEN;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the graphics detail setting
|
||||
*/
|
||||
|
||||
int32 GetRenderType(void) {
|
||||
if (renderCaps & RDBLTFX_ALLHARDWARE)
|
||||
return 0;
|
||||
|
||||
if (renderCaps & (RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH))
|
||||
return 3;
|
||||
|
||||
if (renderCaps & RDBLTFX_SHADOWBLEND)
|
||||
return 2;
|
||||
|
||||
return 1;
|
||||
int8 Display::getRenderLevel(void) {
|
||||
return _renderLevel;
|
||||
}
|
||||
|
||||
void Display::setRenderLevel(int8 level) {
|
||||
_renderLevel = level;
|
||||
|
||||
switch (_renderLevel) {
|
||||
case 0:
|
||||
// Lowest setting: no fancy stuff
|
||||
_renderCaps = 0;
|
||||
break;
|
||||
case 1:
|
||||
// Medium-low setting: transparency-blending
|
||||
_renderCaps = RDBLTFX_SPRITEBLEND;
|
||||
break;
|
||||
case 2:
|
||||
// Medium-high setting: transparency-blending + shading
|
||||
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND;
|
||||
break;
|
||||
case 3:
|
||||
// Highest setting: transparency-blending + shading +
|
||||
// edge-blending + improved stretching
|
||||
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Fill the screen buffer with palette colour zero. Note that it does not
|
||||
* touch the menu areas of the screen.
|
||||
*/
|
||||
|
||||
int32 EraseBackBuffer( void ) {
|
||||
memset(lpBackBuffer + MENUDEEP * screenWide, 0, screenWide * RENDERDEEP);
|
||||
return RD_OK;
|
||||
void Display::clearScene(void) {
|
||||
memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
|
||||
}
|
||||
|
||||
void MoviePlayer::openTextObject(_movieTextObject *obj) {
|
||||
if (obj->textSprite)
|
||||
CreateSurface(obj->textSprite, &_textSurface);
|
||||
g_display->createSurface(obj->textSprite, &_textSurface);
|
||||
}
|
||||
|
||||
void MoviePlayer::closeTextObject(_movieTextObject *obj) {
|
||||
if (_textSurface) {
|
||||
DeleteSurface(_textSurface);
|
||||
g_display->deleteSurface(_textSurface);
|
||||
_textSurface = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void MoviePlayer::drawTextObject(_movieTextObject *obj) {
|
||||
if (obj->textSprite && _textSurface)
|
||||
DrawSurface(obj->textSprite, _textSurface);
|
||||
g_display->drawSurface(obj->textSprite, _textSurface);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -161,14 +133,14 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
|
||||
uint8 oldPal[1024];
|
||||
uint8 tmpPal[1024];
|
||||
|
||||
EraseBackBuffer();
|
||||
g_display->clearScene();
|
||||
|
||||
// HACK: Draw instructions
|
||||
//
|
||||
// I'm using the the menu area, because that's unlikely to be
|
||||
// touched by anything else during the cutscene.
|
||||
|
||||
memset(lpBackBuffer, 0, screenWide * MENUDEEP);
|
||||
memset(g_display->_buffer, 0, g_display->_screenWide * MENUDEEP);
|
||||
|
||||
uint8 msg[] = "Cutscene - Press ESC to exit";
|
||||
mem *data = fontRenderer.makeTextSprite(msg, 640, 255, g_sword2->_speechFontId);
|
||||
@ -176,16 +148,16 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
|
||||
_spriteInfo msgSprite;
|
||||
uint8 *msgSurface;
|
||||
|
||||
msgSprite.x = screenWide / 2 - frame->width / 2;
|
||||
msgSprite.x = g_display->_screenWide / 2 - frame->width / 2;
|
||||
msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
|
||||
msgSprite.w = frame->width;
|
||||
msgSprite.h = frame->height;
|
||||
msgSprite.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
|
||||
msgSprite.data = data->ad + sizeof(_frameHeader);
|
||||
|
||||
CreateSurface(&msgSprite, &msgSurface);
|
||||
DrawSurface(&msgSprite, msgSurface);
|
||||
DeleteSurface(msgSurface);
|
||||
g_display->createSurface(&msgSprite, &msgSurface);
|
||||
g_display->drawSurface(&msgSprite, msgSurface);
|
||||
g_display->deleteSurface(msgSurface);
|
||||
memory.freeMemory(data);
|
||||
|
||||
// In case the cutscene has a long lead-in, start just before
|
||||
@ -201,12 +173,12 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
|
||||
// The text should probably be colored the same as the rest of
|
||||
// the in-game text.
|
||||
|
||||
memcpy(oldPal, palCopy, 1024);
|
||||
memcpy(oldPal, g_display->_palCopy, 1024);
|
||||
memset(tmpPal, 0, 1024);
|
||||
tmpPal[255 * 4 + 0] = 255;
|
||||
tmpPal[255 * 4 + 1] = 255;
|
||||
tmpPal[255 * 4 + 2] = 255;
|
||||
BS2_SetPalette(0, 256, tmpPal, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
|
||||
|
||||
PlayingSoundHandle handle = 0;
|
||||
|
||||
@ -217,7 +189,7 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
|
||||
break;
|
||||
|
||||
if (frameCounter == text[textCounter]->startFrame) {
|
||||
EraseBackBuffer();
|
||||
g_display->clearScene();
|
||||
openTextObject(text[textCounter]);
|
||||
drawTextObject(text[textCounter]);
|
||||
if (text[textCounter]->speech) {
|
||||
@ -227,13 +199,13 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
|
||||
|
||||
if (frameCounter == text[textCounter]->endFrame) {
|
||||
closeTextObject(text[textCounter]);
|
||||
EraseBackBuffer();
|
||||
g_display->clearScene();
|
||||
textCounter++;
|
||||
}
|
||||
|
||||
frameCounter++;
|
||||
|
||||
ServiceWindows();
|
||||
g_display->updateDisplay();
|
||||
|
||||
_keyboardEvent ke;
|
||||
|
||||
@ -252,17 +224,17 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
|
||||
|
||||
closeTextObject(text[textCounter]);
|
||||
|
||||
EraseBackBuffer();
|
||||
SetNeedRedraw();
|
||||
g_display->clearScene();
|
||||
g_display->setNeedFullRedraw();
|
||||
|
||||
// HACK: Remove the instructions created above
|
||||
Common::Rect r;
|
||||
|
||||
memset(lpBackBuffer, 0, screenWide * MENUDEEP);
|
||||
memset(g_display->_buffer, 0, g_display->_screenWide * MENUDEEP);
|
||||
r.left = r.top = 0;
|
||||
r.right = screenWide;
|
||||
r.right = g_display->_screenWide;
|
||||
r.bottom = MENUDEEP;
|
||||
UploadRect(&r);
|
||||
g_display->updateRect(&r);
|
||||
|
||||
// FIXME: For now, only play the lead-out music for cutscenes
|
||||
// that have subtitles.
|
||||
@ -270,7 +242,7 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
|
||||
if (!skipCutscene)
|
||||
g_sound->playLeadOut(musicOut);
|
||||
|
||||
BS2_SetPalette(0, 256, oldPal, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 256, oldPal, RDPAL_INSTANT);
|
||||
}
|
||||
|
||||
// Lead-in and lead-out music are, as far as I can tell, only used for
|
||||
|
@ -24,7 +24,40 @@
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
extern byte *lpBackBuffer;
|
||||
// This is the maximum mouse cursor size in the SDL backend
|
||||
|
||||
#define MAX_MOUSE_W 80
|
||||
#define MAX_MOUSE_H 80
|
||||
|
||||
#define RENDERAVERAGETOTAL 4
|
||||
|
||||
#define BLOCKWIDTH 64
|
||||
#define BLOCKHEIGHT 64
|
||||
#define MAXLAYERS 5
|
||||
|
||||
#define PALTABLESIZE 64 * 64 * 64
|
||||
|
||||
// Maximum scaled size of a sprite
|
||||
#define SCALE_MAXWIDTH 512
|
||||
#define SCALE_MAXHEIGHT 512
|
||||
|
||||
#if !defined(__GNUC__)
|
||||
#pragma START_PACK_STRUCTS
|
||||
#endif
|
||||
|
||||
struct _mouseAnim {
|
||||
uint8 runTimeComp; // type of runtime compression used for the
|
||||
// frame data
|
||||
uint8 noAnimFrames; // number of frames in the anim
|
||||
int8 xHotSpot;
|
||||
int8 yHotSpot;
|
||||
uint8 mousew;
|
||||
uint8 mouseh;
|
||||
} GCC_PACK;
|
||||
|
||||
#if !defined(__GNUC__)
|
||||
#pragma END_PACK_STRUCTS
|
||||
#endif
|
||||
|
||||
class MoviePlayer {
|
||||
private:
|
||||
@ -38,6 +71,173 @@ public:
|
||||
int32 play(char *filename, _movieTextObject *text[], uint8 *musicOut);
|
||||
};
|
||||
|
||||
typedef struct {
|
||||
byte data[BLOCKWIDTH * BLOCKHEIGHT];
|
||||
bool transparent;
|
||||
} BlockSurface;
|
||||
|
||||
class Display {
|
||||
friend class MoviePlayer;
|
||||
|
||||
private:
|
||||
byte *_buffer;
|
||||
|
||||
int32 _renderCaps;
|
||||
int8 _renderLevel;
|
||||
|
||||
uint8 _menuStatus[2];
|
||||
byte *_icons[2][RDMENU_MAXPOCKETS];
|
||||
uint8 _pocketStatus[2][RDMENU_MAXPOCKETS];
|
||||
|
||||
uint8 _iconCount;
|
||||
|
||||
bool _needFullRedraw;
|
||||
|
||||
uint8 _paletteMatch[PALTABLESIZE];
|
||||
|
||||
uint8 _fadePalette[256][4];
|
||||
uint8 _fadeStatus;
|
||||
|
||||
int32 _fadeStartTime;
|
||||
int32 _fadeTotalTime;
|
||||
|
||||
byte _mouseData[MAX_MOUSE_W * MAX_MOUSE_H];
|
||||
|
||||
uint8 _mouseFrame;
|
||||
uint8 *_mouseSprite;
|
||||
struct _mouseAnim *_mouseAnim;
|
||||
struct _mouseAnim *_luggageAnim;
|
||||
int32 *_mouseOffsets;
|
||||
int32 *_luggageOffset;
|
||||
|
||||
// Scroll variables. _scrollX and _scrollY hold the current scroll
|
||||
// position, and _scrollXTarget and _scrollYTarget are the target
|
||||
// position for the end of the game cycle.
|
||||
|
||||
int16 _scrollX;
|
||||
int16 _scrollY;
|
||||
|
||||
int16 _scrollXTarget;
|
||||
int16 _scrollYTarget;
|
||||
int16 _scrollXOld;
|
||||
int16 _scrollYOld;
|
||||
|
||||
int16 _parallaxScrollX; // current x offset to link a sprite to the
|
||||
// parallax layer
|
||||
int16 _parallaxScrollY; // current y offset to link a sprite to the
|
||||
// parallax layer
|
||||
int16 _locationWide;
|
||||
int16 _locationDeep;
|
||||
|
||||
uint16 _layer;
|
||||
|
||||
int32 _initialTime;
|
||||
int32 _startTime;
|
||||
int32 _totalTime;
|
||||
int32 _renderAverageTime;
|
||||
int32 _framesPerGameCycle;
|
||||
bool _renderTooSlow;
|
||||
|
||||
uint8 _xBlocks[MAXLAYERS];
|
||||
uint8 _yBlocks[MAXLAYERS];
|
||||
|
||||
// An array of sub-blocks, one for each of the parallax layers.
|
||||
|
||||
BlockSurface **_blockSurfaces[MAXLAYERS];
|
||||
|
||||
uint16 _xScale[SCALE_MAXWIDTH];
|
||||
uint16 _yScale[SCALE_MAXHEIGHT];
|
||||
|
||||
uint8 *_lightMask;
|
||||
|
||||
void clearIconArea(int menu, int pocket, Common::Rect *r);
|
||||
|
||||
void decompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff = 0, int yOff = 0);
|
||||
void drawMouse(void);
|
||||
|
||||
uint8 getMatch(uint8 r, uint8 g, uint8 b);
|
||||
void fadeServer(void);
|
||||
|
||||
void squashImage(byte *dst, uint16 dstPitch, uint16 dstWidth,
|
||||
uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
|
||||
uint16 srcHeight, byte *backbuf);
|
||||
void stretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth,
|
||||
uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
|
||||
uint16 srcHeight, byte *backbuf);
|
||||
|
||||
void updateRect(Common::Rect *r);
|
||||
|
||||
void blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect);
|
||||
|
||||
void mirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h);
|
||||
int32 decompressRLE256(uint8 *dest, uint8 *source, int32 decompSize);
|
||||
void unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable);
|
||||
int32 decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable);
|
||||
|
||||
public:
|
||||
Display(int16 width, int16 height);
|
||||
|
||||
// Game screen metrics
|
||||
int16 _screenWide;
|
||||
int16 _screenDeep;
|
||||
|
||||
int16 _mouseX;
|
||||
int16 _mouseY;
|
||||
|
||||
uint8 _palCopy[256][4];
|
||||
|
||||
int8 getRenderLevel(void);
|
||||
void setRenderLevel(int8 level);
|
||||
|
||||
void clearScene(void);
|
||||
|
||||
void processMenu(void);
|
||||
int32 showMenu(uint8 menu);
|
||||
int32 hideMenu(uint8 menu);
|
||||
int32 setMenuIcon(uint8 menu, uint8 pocket, uint8 *icon);
|
||||
void closeMenuImmediately(void);
|
||||
|
||||
void updateDisplay(void);
|
||||
void setWindowName(const char *windowName);
|
||||
void setNeedFullRedraw(void);
|
||||
|
||||
void setPalette(int16 startEntry, int16 noEntries, uint8 *palette, uint8 setNow);
|
||||
void updatePaletteMatchTable(uint8 *data);
|
||||
uint8 quickMatch(uint8 r, uint8 g, uint8 b);
|
||||
int32 fadeUp(float time = 0.75);
|
||||
int32 fadeDown(float time = 0.75);
|
||||
uint8 getFadeStatus(void);
|
||||
void dimPalette(void);
|
||||
void waitForFade(void);
|
||||
|
||||
int32 setMouseAnim(uint8 *ma, int32 size, int32 mouseFlash);
|
||||
int32 setLuggageAnim(uint8 *la, int32 size);
|
||||
int32 animateMouse(void);
|
||||
|
||||
void resetRenderEngine(void);
|
||||
|
||||
void setScrollTarget(int16 sx, int16 sy);
|
||||
void initialiseRenderCycle(void);
|
||||
void startRenderCycle(void);
|
||||
bool endRenderCycle(void);
|
||||
void renderParallax(_parallax *p, int16 layer);
|
||||
void setLocationMetrics(uint16 w, uint16 h);
|
||||
int32 initialiseBackgroundLayer(_parallax *p);
|
||||
void closeBackgroundLayer(void);
|
||||
|
||||
#ifdef _SWORD2_DEBUG
|
||||
void plotPoint(uint16 x, uint16 y, uint8 colour);
|
||||
void drawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour);
|
||||
#endif
|
||||
|
||||
int32 createSurface(_spriteInfo *s, uint8 **surface);
|
||||
void drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect = NULL);
|
||||
void deleteSurface(uint8 *surface);
|
||||
int32 drawSprite(_spriteInfo *s);
|
||||
int32 openLightMask(_spriteInfo *s);
|
||||
int32 closeLightMask(void);
|
||||
};
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
||||
#endif
|
||||
|
@ -245,7 +245,7 @@ void Sound::playLeadOut(uint8 *leadOut) {
|
||||
}
|
||||
|
||||
while (_fx[i]._handle) {
|
||||
ServiceWindows();
|
||||
g_display->updateDisplay();
|
||||
g_system->delay_msecs(30);
|
||||
}
|
||||
}
|
||||
|
@ -176,18 +176,9 @@ namespace Sword2 {
|
||||
#define RDPAL_INSTANT 1
|
||||
|
||||
//Blitting FX defines
|
||||
#define RDBLTFX_MOUSEBLT 0x01
|
||||
#define RDBLTFX_FGPARALLAX 0x02
|
||||
#define RDBLTFX_ARITHMETICSTRETCH 0x04
|
||||
#define RDBLTFX_EDGEBLEND 0x08
|
||||
#define RDBLTFX_SHADOWBLEND 0x10
|
||||
#define RDBLTFX_FLATALPHA 0x20
|
||||
#define RDBLTFX_GRADEDALPHA 0x40
|
||||
#define RDBLTFX_ALLHARDWARE 0x80
|
||||
|
||||
// Maximum scaled size of a sprite
|
||||
#define SCALE_MAXWIDTH 512
|
||||
#define SCALE_MAXHEIGHT 512
|
||||
#define RDBLTFX_SPRITEBLEND 0x01
|
||||
#define RDBLTFX_SHADOWBLEND 0x02
|
||||
#define RDBLTFX_EDGEBLEND 0x04
|
||||
|
||||
//
|
||||
// Structure definitions
|
||||
@ -275,29 +266,6 @@ typedef struct {
|
||||
// -------------------
|
||||
//
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Display functions - from d_draw.c
|
||||
//-----------------------------------------------------------------------------
|
||||
extern int32 InitialiseDisplay(int16 width, int16 height);
|
||||
extern int32 EraseBackBuffer(void);
|
||||
extern void SetTransFx(void);
|
||||
extern void ClearTransFx(void);
|
||||
extern void SetBltFx(void);
|
||||
extern void ClearBltFx(void);
|
||||
extern void ClearShadowFx(void);
|
||||
extern void SetShadowFx(void);
|
||||
extern int32 GetRenderType(void);
|
||||
extern int32 PlaySmacker(char *filename, _movieTextObject *textObjects[], uint8 *musicOut);
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Windows OS functions - from rdwin.c
|
||||
//-----------------------------------------------------------------------------
|
||||
extern int32 CloseAppWindow(void);
|
||||
extern int32 ServiceWindows(void);
|
||||
extern void SetWindowName(const char *windowName);
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Language functions - from language.c
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -305,28 +273,11 @@ extern int32 GetLanguageVersion(uint8 *version);
|
||||
extern int32 SetLanguageVersion(uint8 version);
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Palette functions - from palette.c
|
||||
//-----------------------------------------------------------------------------
|
||||
extern int32 BS2_SetPalette(int16 startEntry, int16 noEntries, uint8 *palette, uint8 setNow);
|
||||
extern int32 UpdatePaletteMatchTable(uint8 *data);
|
||||
extern uint8 QuickMatch(uint8 r, uint8 g, uint8 b);
|
||||
extern int32 FadeUp(float time);
|
||||
extern int32 FadeDown(float time);
|
||||
extern uint8 GetFadeStatus(void);
|
||||
extern int32 DimPalette(void);
|
||||
extern void WaitForFade(void);
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Mouse functions - from mouse.c
|
||||
//-----------------------------------------------------------------------------
|
||||
extern _mouseEvent *MouseEvent(void);
|
||||
extern int32 SetMouseAnim(uint8 *ma, int32 size, int32 mouseFlash);
|
||||
extern int32 SetLuggageAnim(uint8 *la, int32 size);
|
||||
extern int32 AnimateMouse(void);
|
||||
uint8 CheckForMouseEvents(void); // (James23july97)
|
||||
extern void ResetRenderEngine(void);
|
||||
uint8 CheckForMouseEvents(void);
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -336,42 +287,6 @@ extern bool KeyWaiting(void);
|
||||
extern int32 ReadKey(_keyboardEvent *ke);
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Sprite functions - from sprite.c
|
||||
//-----------------------------------------------------------------------------
|
||||
extern int32 DrawSprite(_spriteInfo *s);
|
||||
extern int32 CreateSurface(_spriteInfo *s, uint8 **surface);
|
||||
extern void DrawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect = NULL);
|
||||
extern void DeleteSurface(uint8 *surface);
|
||||
extern int32 OpenLightMask(_spriteInfo *s);
|
||||
extern int32 CloseLightMask(void);
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Screen drawing and scrolling function - from render.c
|
||||
//-----------------------------------------------------------------------------
|
||||
extern int32 SetScrollTarget(int16 sx, int16 sy);
|
||||
extern int32 InitialiseRenderCycle(void);
|
||||
extern int32 StartRenderCycle(void);
|
||||
extern int32 EndRenderCycle(bool *end);
|
||||
extern int32 RenderParallax(_parallax *p, int16 layer);
|
||||
extern int32 SetLocationMetrics(uint16 w, uint16 h);
|
||||
extern int32 PlotPoint(uint16 x, uint16 y, uint8 colour);
|
||||
extern int32 DrawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour);
|
||||
extern int32 InitialiseBackgroundLayer(_parallax *p);
|
||||
extern int32 CloseBackgroundLayer(void);
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Menubar control and drawing functions - from menu.c
|
||||
//-----------------------------------------------------------------------------
|
||||
extern int32 ProcessMenu(void);
|
||||
extern int32 ShowMenu(uint8 menu);
|
||||
extern int32 HideMenu(uint8 menu);
|
||||
extern int32 SetMenuIcon(uint8 menu, uint8 pocket, uint8 *icon);
|
||||
extern uint8 GetMenuStatus(uint8 menu);
|
||||
extern int32 CloseMenuImmediately(void);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Misc functions - from misc.cpp
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -380,14 +295,6 @@ extern void SVM_SetFileAttributes(char *file, uint32 atrib);
|
||||
extern void SVM_DeleteFile(char *file);
|
||||
extern int32 SVM_GetVolumeInformation(char *cdPath, char *sCDName, uint32 maxPath, uint8 *, uint32 *dwMaxCompLength, uint32 *dwFSFlags, uint8 *, uint32 a);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
extern int16 screenWide; // Width of the screen display
|
||||
extern int16 screenDeep; // Height of the screen display
|
||||
extern int16 mousex; // Mouse screen x coordinate
|
||||
extern int16 mousey; // Mouse screen y coordinate
|
||||
extern int32 renderCaps; // Flags which determine how to render the scene.
|
||||
extern uint8 palCopy[256][4]; // Current palette.
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
||||
#endif
|
||||
|
@ -29,23 +29,7 @@ namespace Sword2 {
|
||||
#define MENUDEEP 40
|
||||
#define MAXMENUANIMS 8
|
||||
|
||||
static uint8 menuStatus[2] = {
|
||||
RDMENU_HIDDEN, RDMENU_HIDDEN
|
||||
};
|
||||
|
||||
static byte *icons[2][RDMENU_MAXPOCKETS] = {
|
||||
{ NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL },
|
||||
{ NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL }
|
||||
};
|
||||
|
||||
static uint8 pocketStatus[2][RDMENU_MAXPOCKETS] = {
|
||||
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
|
||||
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
};
|
||||
|
||||
static uint8 iconCount = 0;
|
||||
|
||||
void ClearIconArea(int menu, int pocket, Common::Rect *r) {
|
||||
void Display::clearIconArea(int menu, int pocket, Common::Rect *r) {
|
||||
byte *dst;
|
||||
int i;
|
||||
|
||||
@ -54,11 +38,11 @@ void ClearIconArea(int menu, int pocket, Common::Rect *r) {
|
||||
r->left = RDMENU_ICONSTART + pocket * (RDMENU_ICONWIDE + RDMENU_ICONSPACING);
|
||||
r->right = r->left + RDMENU_ICONWIDE;
|
||||
|
||||
dst = lpBackBuffer + r->top * screenWide + r->left;
|
||||
dst = _buffer + r->top * _screenWide + r->left;
|
||||
|
||||
for (i = 0; i < RDMENU_ICONDEEP; i++) {
|
||||
memset(dst, 0, RDMENU_ICONWIDE);
|
||||
dst += screenWide;
|
||||
dst += _screenWide;
|
||||
}
|
||||
}
|
||||
|
||||
@ -68,7 +52,7 @@ void ClearIconArea(int menu, int pocket, Common::Rect *r) {
|
||||
* system is.
|
||||
*/
|
||||
|
||||
int32 ProcessMenu(void) {
|
||||
void Display::processMenu(void) {
|
||||
byte *src, *dst;
|
||||
uint8 menu;
|
||||
uint8 i, j;
|
||||
@ -90,84 +74,84 @@ int32 ProcessMenu(void) {
|
||||
delta = 250;
|
||||
frameCount = 1;
|
||||
} else {
|
||||
frameCount = (uint8) ((iconCount + 8) * delta / 750);
|
||||
lastTime += frameCount * 750 / (iconCount + 8);
|
||||
frameCount = (uint8) ((_iconCount + 8) * delta / 750);
|
||||
lastTime += frameCount * 750 / (_iconCount + 8);
|
||||
}
|
||||
}
|
||||
|
||||
while (frameCount-- > 0) {
|
||||
for (menu = RDMENU_TOP; menu <= RDMENU_BOTTOM; menu++) {
|
||||
if (menuStatus[menu] == RDMENU_OPENING) {
|
||||
if (_menuStatus[menu] == RDMENU_OPENING) {
|
||||
// The menu is opening, so process it here
|
||||
complete = 1;
|
||||
|
||||
// Propagate the animation from the first icon.
|
||||
for (i = RDMENU_MAXPOCKETS - 1; i > 0; i--) {
|
||||
pocketStatus[menu][i] = pocketStatus[menu][i - 1];
|
||||
if (pocketStatus[menu][i] != MAXMENUANIMS)
|
||||
_pocketStatus[menu][i] = _pocketStatus[menu][i - 1];
|
||||
if (_pocketStatus[menu][i] != MAXMENUANIMS)
|
||||
complete = 0;
|
||||
}
|
||||
if (pocketStatus[menu][i] != MAXMENUANIMS)
|
||||
if (_pocketStatus[menu][i] != MAXMENUANIMS)
|
||||
complete = 0;
|
||||
|
||||
// ... and animate the first icon
|
||||
if (pocketStatus[menu][0] != MAXMENUANIMS)
|
||||
pocketStatus[menu][0]++;
|
||||
if (_pocketStatus[menu][0] != MAXMENUANIMS)
|
||||
_pocketStatus[menu][0]++;
|
||||
|
||||
// Check to see if the menu is fully open
|
||||
if (complete)
|
||||
menuStatus[menu] = RDMENU_SHOWN;
|
||||
} else if (menuStatus[menu] == RDMENU_CLOSING) {
|
||||
_menuStatus[menu] = RDMENU_SHOWN;
|
||||
} else if (_menuStatus[menu] == RDMENU_CLOSING) {
|
||||
// The menu is closing, so process it here
|
||||
complete = 1;
|
||||
|
||||
// Propagate the animation from the first icon.
|
||||
for (i = RDMENU_MAXPOCKETS - 1; i > 0; i--) {
|
||||
if (icons[menu][i] && pocketStatus[menu][i] != 0 && pocketStatus[menu][i - 1] == 0) {
|
||||
ClearIconArea(menu, i, &r1);
|
||||
UploadRect(&r1);
|
||||
if (_icons[menu][i] && _pocketStatus[menu][i] != 0 && _pocketStatus[menu][i - 1] == 0) {
|
||||
clearIconArea(menu, i, &r1);
|
||||
updateRect(&r1);
|
||||
}
|
||||
|
||||
pocketStatus[menu][i] = pocketStatus[menu][i - 1];
|
||||
if (pocketStatus[menu][i] != 0)
|
||||
_pocketStatus[menu][i] = _pocketStatus[menu][i - 1];
|
||||
if (_pocketStatus[menu][i] != 0)
|
||||
complete = 0;
|
||||
}
|
||||
if (pocketStatus[menu][i] != 0)
|
||||
if (_pocketStatus[menu][i] != 0)
|
||||
complete = 0;
|
||||
|
||||
// ... and animate the first icon
|
||||
if (pocketStatus[menu][0] != 0) {
|
||||
pocketStatus[menu][0]--;
|
||||
if (_pocketStatus[menu][0] != 0) {
|
||||
_pocketStatus[menu][0]--;
|
||||
|
||||
if (pocketStatus[menu][0] == 0) {
|
||||
ClearIconArea(menu, 0, &r1);
|
||||
UploadRect(&r1);
|
||||
if (_pocketStatus[menu][0] == 0) {
|
||||
clearIconArea(menu, 0, &r1);
|
||||
updateRect(&r1);
|
||||
}
|
||||
}
|
||||
|
||||
// Check to see if the menu is fully closed
|
||||
if (complete)
|
||||
menuStatus[menu] = RDMENU_HIDDEN;
|
||||
_menuStatus[menu] = RDMENU_HIDDEN;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Does the menu need to be drawn?
|
||||
for (menu = RDMENU_TOP; menu <= RDMENU_BOTTOM; menu++) {
|
||||
if (menuStatus[menu] != RDMENU_HIDDEN) {
|
||||
if (_menuStatus[menu] != RDMENU_HIDDEN) {
|
||||
// Draw the menu here.
|
||||
curx = RDMENU_ICONSTART + RDMENU_ICONWIDE / 2;
|
||||
cury = (MENUDEEP / 2) + (RENDERDEEP + MENUDEEP) * menu;
|
||||
|
||||
for (i = 0; i < RDMENU_MAXPOCKETS; i++) {
|
||||
if (icons[menu][i]) {
|
||||
if (_icons[menu][i]) {
|
||||
// Since we no longer clear the screen
|
||||
// after each frame we need to clear
|
||||
// the icon area.
|
||||
|
||||
ClearIconArea(menu, i, &r1);
|
||||
clearIconArea(menu, i, &r1);
|
||||
|
||||
if (pocketStatus[menu][i] == MAXMENUANIMS) {
|
||||
if (_pocketStatus[menu][i] == MAXMENUANIMS) {
|
||||
xoff = (RDMENU_ICONWIDE / 2);
|
||||
r2.left = curx - xoff;
|
||||
r2.right = r2.left + RDMENU_ICONWIDE;
|
||||
@ -175,30 +159,30 @@ int32 ProcessMenu(void) {
|
||||
r2.top = cury - yoff;
|
||||
r2.bottom = r2.top + RDMENU_ICONDEEP;
|
||||
} else {
|
||||
xoff = (RDMENU_ICONWIDE / 2) * pocketStatus[menu][i] / MAXMENUANIMS;
|
||||
xoff = (RDMENU_ICONWIDE / 2) * _pocketStatus[menu][i] / MAXMENUANIMS;
|
||||
r2.left = curx - xoff;
|
||||
r2.right = curx + xoff;
|
||||
yoff = (RDMENU_ICONDEEP / 2) * pocketStatus[menu][i] / MAXMENUANIMS;
|
||||
yoff = (RDMENU_ICONDEEP / 2) * _pocketStatus[menu][i] / MAXMENUANIMS;
|
||||
r2.top = cury - yoff;
|
||||
r2.bottom = cury + yoff;
|
||||
}
|
||||
|
||||
if (xoff != 0 && yoff != 0) {
|
||||
dst = lpBackBuffer + r2.top * screenWide + r2.left;
|
||||
src = icons[menu][i];
|
||||
dst = _buffer + r2.top * _screenWide + r2.left;
|
||||
src = _icons[menu][i];
|
||||
|
||||
if (pocketStatus[menu][i] != MAXMENUANIMS) {
|
||||
SquashImage(
|
||||
dst, screenWide, r2.right - r2.left, r2.bottom - r2.top,
|
||||
if (_pocketStatus[menu][i] != MAXMENUANIMS) {
|
||||
squashImage(
|
||||
dst, _screenWide, r2.right - r2.left, r2.bottom - r2.top,
|
||||
src, RDMENU_ICONWIDE, RDMENU_ICONWIDE, RDMENU_ICONDEEP, NULL);
|
||||
} else {
|
||||
for (j = 0; j < RDMENU_ICONDEEP; j++) {
|
||||
memcpy(dst, src, RDMENU_ICONWIDE);
|
||||
src += RDMENU_ICONWIDE;
|
||||
dst += screenWide;
|
||||
dst += _screenWide;
|
||||
}
|
||||
}
|
||||
UploadRect(&r1);
|
||||
updateRect(&r1);
|
||||
}
|
||||
}
|
||||
curx += (RDMENU_ICONSPACING + RDMENU_ICONWIDE);
|
||||
@ -207,8 +191,6 @@ int32 ProcessMenu(void) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -217,17 +199,17 @@ int32 ProcessMenu(void) {
|
||||
* @return RD_OK, or an error code
|
||||
*/
|
||||
|
||||
int32 ShowMenu(uint8 menu) {
|
||||
int32 Display::showMenu(uint8 menu) {
|
||||
// Check for invalid menu parameter
|
||||
if (menu > RDMENU_BOTTOM)
|
||||
return RDERR_INVALIDMENU;
|
||||
|
||||
// Check that the menu is not currently shown, or in the process of
|
||||
// being shown.
|
||||
if (menuStatus[menu] == RDMENU_SHOWN || menuStatus[menu] == RDMENU_OPENING)
|
||||
if (_menuStatus[menu] == RDMENU_SHOWN || _menuStatus[menu] == RDMENU_OPENING)
|
||||
return RDERR_INVALIDCOMMAND;
|
||||
|
||||
menuStatus[menu] = RDMENU_OPENING;
|
||||
_menuStatus[menu] = RDMENU_OPENING;
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
@ -237,17 +219,17 @@ int32 ShowMenu(uint8 menu) {
|
||||
* @return RD_OK, or an error code
|
||||
*/
|
||||
|
||||
int32 HideMenu(uint8 menu) {
|
||||
int32 Display::hideMenu(uint8 menu) {
|
||||
// Check for invalid menu parameter
|
||||
if (menu > RDMENU_BOTTOM)
|
||||
return RDERR_INVALIDMENU;
|
||||
|
||||
// Check that the menu is not currently hidden, or in the process of
|
||||
// being hidden.
|
||||
if (menuStatus[menu] == RDMENU_HIDDEN || menuStatus[menu] == RDMENU_CLOSING)
|
||||
if (_menuStatus[menu] == RDMENU_HIDDEN || _menuStatus[menu] == RDMENU_CLOSING)
|
||||
return RDERR_INVALIDCOMMAND;
|
||||
|
||||
menuStatus[menu] = RDMENU_CLOSING;
|
||||
_menuStatus[menu] = RDMENU_CLOSING;
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
@ -255,26 +237,25 @@ int32 HideMenu(uint8 menu) {
|
||||
* This function hides both menus immediately.
|
||||
*/
|
||||
|
||||
int32 CloseMenuImmediately(void) {
|
||||
void Display::closeMenuImmediately(void) {
|
||||
Common::Rect r;
|
||||
int i;
|
||||
|
||||
menuStatus[0] = RDMENU_HIDDEN;
|
||||
menuStatus[1] = RDMENU_HIDDEN;
|
||||
_menuStatus[0] = RDMENU_HIDDEN;
|
||||
_menuStatus[1] = RDMENU_HIDDEN;
|
||||
|
||||
for (i = 0; i < RDMENU_MAXPOCKETS; i++) {
|
||||
if (icons[0][i]) {
|
||||
ClearIconArea(0, i, &r);
|
||||
UploadRect(&r);
|
||||
if (_icons[0][i]) {
|
||||
clearIconArea(0, i, &r);
|
||||
updateRect(&r);
|
||||
}
|
||||
if (icons[1][i]) {
|
||||
ClearIconArea(1, i, &r);
|
||||
UploadRect(&r);
|
||||
if (_icons[1][i]) {
|
||||
clearIconArea(1, i, &r);
|
||||
updateRect(&r);
|
||||
}
|
||||
}
|
||||
|
||||
memset(pocketStatus, 0, sizeof(uint8) * 2 * RDMENU_MAXPOCKETS);
|
||||
return RD_OK;
|
||||
memset(_pocketStatus, 0, sizeof(uint8) * 2 * RDMENU_MAXPOCKETS);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -285,11 +266,9 @@ int32 CloseMenuImmediately(void) {
|
||||
* @return RD_OK, or an error code
|
||||
*/
|
||||
|
||||
int32 SetMenuIcon(uint8 menu, uint8 pocket, uint8 *icon) {
|
||||
int32 Display::setMenuIcon(uint8 menu, uint8 pocket, uint8 *icon) {
|
||||
Common::Rect r;
|
||||
|
||||
debug(5, "stub SetMenuIcon( %d, %d )", menu, pocket);
|
||||
|
||||
// Check for invalid menu parameter.
|
||||
if (menu > RDMENU_BOTTOM)
|
||||
return RDERR_INVALIDMENU;
|
||||
@ -299,33 +278,24 @@ int32 SetMenuIcon(uint8 menu, uint8 pocket, uint8 *icon) {
|
||||
return RDERR_INVALIDPOCKET;
|
||||
|
||||
// If there is an icon in the requested menu/pocket, clear it out.
|
||||
if (icons[menu][pocket]) {
|
||||
iconCount--;
|
||||
free(icons[menu][pocket]);
|
||||
icons[menu][pocket] = NULL;
|
||||
ClearIconArea(menu, pocket, &r);
|
||||
UploadRect(&r);
|
||||
if (_icons[menu][pocket]) {
|
||||
_iconCount--;
|
||||
free(_icons[menu][pocket]);
|
||||
_icons[menu][pocket] = NULL;
|
||||
clearIconArea(menu, pocket, &r);
|
||||
updateRect(&r);
|
||||
}
|
||||
|
||||
// Only put the icon in the pocket if it is not NULL
|
||||
if (icon != NULL) {
|
||||
iconCount++;
|
||||
icons[menu][pocket] = (uint8 *) malloc(RDMENU_ICONWIDE * RDMENU_ICONDEEP);
|
||||
if (icons[menu][pocket] == NULL)
|
||||
_iconCount++;
|
||||
_icons[menu][pocket] = (uint8 *) malloc(RDMENU_ICONWIDE * RDMENU_ICONDEEP);
|
||||
if (_icons[menu][pocket] == NULL)
|
||||
return RDERR_OUTOFMEMORY;
|
||||
memcpy(icons[menu][pocket], icon, RDMENU_ICONWIDE * RDMENU_ICONDEEP);
|
||||
memcpy(_icons[menu][pocket], icon, RDMENU_ICONWIDE * RDMENU_ICONDEEP);
|
||||
}
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return The status of the menu
|
||||
*/
|
||||
|
||||
uint8 GetMenuStatus(uint8 menu) {
|
||||
if (menu > RDMENU_BOTTOM)
|
||||
return RDMENU_HIDDEN;
|
||||
return menuStatus[menu];
|
||||
}
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
@ -20,54 +20,31 @@
|
||||
#include "stdafx.h"
|
||||
#include "common/util.h"
|
||||
#include "base/engine.h"
|
||||
#include "bs2/sword2.h"
|
||||
#include "bs2/driver/d_draw.h"
|
||||
#include "bs2/driver/driver96.h"
|
||||
#include "bs2/sword2.h"
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
#define PALTABLESIZE 64 * 64 * 64
|
||||
|
||||
uint8 palCopy[256][4];
|
||||
|
||||
static uint8 fadePalette[256][4];
|
||||
static uint8 paletteMatch[PALTABLESIZE];
|
||||
static uint8 fadeStatus = RDFADE_NONE;
|
||||
|
||||
static int32 fadeStartTime;
|
||||
static int32 fadeTotalTime;
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// int32 RestorePalette(void)
|
||||
//
|
||||
// This function restores the palette, and should be called whenever the
|
||||
// screen mode changes, or something like that.
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
int32 RestorePalette(void) {
|
||||
g_system->set_palette((const byte *) palCopy, 0, 256);
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
uint8 GetMatch(uint8 r, uint8 g, uint8 b) {
|
||||
uint8 Display::getMatch(uint8 r, uint8 g, uint8 b) {
|
||||
int32 diff;
|
||||
int32 min;
|
||||
int16 diffred, diffgreen, diffblue;
|
||||
int16 i;
|
||||
uint8 minIndex;
|
||||
|
||||
diffred = palCopy[0][0] - r;
|
||||
diffgreen = palCopy[0][1] - g;
|
||||
diffblue = palCopy[0][2] - b;
|
||||
diffred = _palCopy[0][0] - r;
|
||||
diffgreen = _palCopy[0][1] - g;
|
||||
diffblue = _palCopy[0][2] - b;
|
||||
|
||||
diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue;
|
||||
min = diff;
|
||||
minIndex = 0;
|
||||
if (diff > 0) {
|
||||
for (i = 1; i < 256; i++) {
|
||||
diffred = palCopy[i][0] - r;
|
||||
diffgreen = palCopy[i][1] - g;
|
||||
diffblue = palCopy[i][2] - b;
|
||||
diffred = _palCopy[i][0] - r;
|
||||
diffgreen = _palCopy[i][1] - g;
|
||||
diffblue = _palCopy[i][2] - b;
|
||||
|
||||
diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue;
|
||||
if (diff < min) {
|
||||
@ -90,7 +67,7 @@ uint8 GetMatch(uint8 r, uint8 g, uint8 b) {
|
||||
* from the current palCopy
|
||||
*/
|
||||
|
||||
int32 UpdatePaletteMatchTable(uint8 *data) {
|
||||
void Display::updatePaletteMatchTable(uint8 *data) {
|
||||
if (!data) {
|
||||
int16 red, green, blue;
|
||||
uint8 *p;
|
||||
@ -99,20 +76,18 @@ int32 UpdatePaletteMatchTable(uint8 *data) {
|
||||
|
||||
// FIXME: Does this case ever happen?
|
||||
|
||||
p = &paletteMatch[0];
|
||||
p = &_paletteMatch[0];
|
||||
for (red = 0; red < 256; red += 4) {
|
||||
for (green = 0; green < 256; green += 4) {
|
||||
for (blue = 0; blue < 256; blue += 4) {
|
||||
*p++ = GetMatch((uint8) red, (uint8) green, (uint8) blue);
|
||||
*p++ = getMatch((uint8) red, (uint8) green, (uint8) blue);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// The provided data is the new palette match table
|
||||
memcpy(paletteMatch, data, PALTABLESIZE);
|
||||
memcpy(_paletteMatch, data, PALTABLESIZE);
|
||||
}
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -126,8 +101,8 @@ int32 UpdatePaletteMatchTable(uint8 *data) {
|
||||
// FIXME: This used to be inlined - probably a good idea - but the
|
||||
// linker complained when I tried to use it in sprite.cpp.
|
||||
|
||||
uint8 QuickMatch(uint8 r, uint8 g, uint8 b) {
|
||||
return paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
|
||||
uint8 Display::quickMatch(uint8 r, uint8 g, uint8 b) {
|
||||
return _paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
|
||||
}
|
||||
|
||||
/**
|
||||
@ -137,27 +112,22 @@ uint8 QuickMatch(uint8 r, uint8 g, uint8 b) {
|
||||
* @param colourTable the new colour entries
|
||||
*/
|
||||
|
||||
int32 BS2_SetPalette(int16 startEntry, int16 noEntries, uint8 *colourTable, uint8 fadeNow) {
|
||||
if (noEntries == 0) {
|
||||
RestorePalette();
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
memcpy(&palCopy[startEntry][0], colourTable, noEntries * 4);
|
||||
if (fadeNow == RDPAL_INSTANT)
|
||||
g_system->set_palette((byte *) palCopy, startEntry, noEntries);
|
||||
|
||||
return RD_OK;
|
||||
void Display::setPalette(int16 startEntry, int16 noEntries, uint8 *colourTable, uint8 fadeNow) {
|
||||
if (noEntries) {
|
||||
memcpy(&_palCopy[startEntry][0], colourTable, noEntries * 4);
|
||||
if (fadeNow == RDPAL_INSTANT)
|
||||
g_system->set_palette((const byte *) _palCopy, startEntry, noEntries);
|
||||
} else
|
||||
g_system->set_palette((const byte *) _palCopy, 0, 256);
|
||||
}
|
||||
|
||||
int32 DimPalette(void) {
|
||||
byte *p = (byte *) palCopy;
|
||||
void Display::dimPalette(void) {
|
||||
byte *p = (byte *) _palCopy;
|
||||
|
||||
for (int i = 0; i < 256 * 4; i++)
|
||||
p[i] /= 2;
|
||||
|
||||
g_system->set_palette(p, 0, 256);
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -165,13 +135,13 @@ int32 DimPalette(void) {
|
||||
* @param time the time it will take the palette to fade up
|
||||
*/
|
||||
|
||||
int32 FadeUp(float time) {
|
||||
if (fadeStatus != RDFADE_BLACK && fadeStatus != RDFADE_NONE)
|
||||
int32 Display::fadeUp(float time) {
|
||||
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
|
||||
return RDERR_FADEINCOMPLETE;
|
||||
|
||||
fadeTotalTime = (int32) (time * 1000);
|
||||
fadeStatus = RDFADE_UP;
|
||||
fadeStartTime = SVM_timeGetTime();
|
||||
_fadeTotalTime = (int32) (time * 1000);
|
||||
_fadeStatus = RDFADE_UP;
|
||||
_fadeStartTime = SVM_timeGetTime();
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
@ -181,13 +151,13 @@ int32 FadeUp(float time) {
|
||||
* @param time the time it will take the palette to fade down
|
||||
*/
|
||||
|
||||
int32 FadeDown(float time) {
|
||||
if (fadeStatus != RDFADE_BLACK && fadeStatus != RDFADE_NONE)
|
||||
int32 Display::fadeDown(float time) {
|
||||
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
|
||||
return RDERR_FADEINCOMPLETE;
|
||||
|
||||
fadeTotalTime = (int32) (time * 1000);
|
||||
fadeStatus = RDFADE_DOWN;
|
||||
fadeStartTime = SVM_timeGetTime();
|
||||
_fadeTotalTime = (int32) (time * 1000);
|
||||
_fadeStatus = RDFADE_DOWN;
|
||||
_fadeStartTime = SVM_timeGetTime();
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
@ -198,20 +168,20 @@ int32 FadeDown(float time) {
|
||||
* (not faded), or RDFADE_BLACK (completely faded down)
|
||||
*/
|
||||
|
||||
uint8 GetFadeStatus(void) {
|
||||
return fadeStatus;
|
||||
uint8 Display::getFadeStatus(void) {
|
||||
return _fadeStatus;
|
||||
}
|
||||
|
||||
void WaitForFade(void) {
|
||||
while (GetFadeStatus() != RDFADE_NONE && GetFadeStatus() != RDFADE_BLACK) {
|
||||
ServiceWindows();
|
||||
void Display::waitForFade(void) {
|
||||
while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK) {
|
||||
updateDisplay();
|
||||
g_system->delay_msecs(20);
|
||||
}
|
||||
}
|
||||
|
||||
void FadeServer() {
|
||||
void Display::fadeServer(void) {
|
||||
static int32 previousTime = 0;
|
||||
const byte *newPalette = (const byte *) fadePalette;
|
||||
const byte *newPalette = (const byte *) _fadePalette;
|
||||
int32 currentTime;
|
||||
int16 fadeMultiplier;
|
||||
int16 i;
|
||||
@ -221,7 +191,7 @@ void FadeServer() {
|
||||
// actually update the screen.
|
||||
|
||||
// If we're not in the process of fading, do nothing.
|
||||
if (fadeStatus != RDFADE_UP && fadeStatus != RDFADE_DOWN)
|
||||
if (getFadeStatus() != RDFADE_UP && getFadeStatus() != RDFADE_DOWN)
|
||||
return;
|
||||
|
||||
// I don't know if this is necessary, but let's limit how often the
|
||||
@ -232,28 +202,28 @@ void FadeServer() {
|
||||
|
||||
previousTime = currentTime;
|
||||
|
||||
if (fadeStatus == RDFADE_UP) {
|
||||
if (currentTime >= fadeStartTime + fadeTotalTime) {
|
||||
fadeStatus = RDFADE_NONE;
|
||||
newPalette = (const byte *) palCopy;
|
||||
if (getFadeStatus() == RDFADE_UP) {
|
||||
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
|
||||
_fadeStatus = RDFADE_NONE;
|
||||
newPalette = (const byte *) _palCopy;
|
||||
} else {
|
||||
fadeMultiplier = (int16) (((int32) (currentTime - fadeStartTime) * 256) / fadeTotalTime);
|
||||
fadeMultiplier = (int16) (((int32) (currentTime - _fadeStartTime) * 256) / _fadeTotalTime);
|
||||
for (i = 0; i < 256; i++) {
|
||||
fadePalette[i][0] = (palCopy[i][0] * fadeMultiplier) >> 8;
|
||||
fadePalette[i][1] = (palCopy[i][1] * fadeMultiplier) >> 8;
|
||||
fadePalette[i][2] = (palCopy[i][2] * fadeMultiplier) >> 8;
|
||||
_fadePalette[i][0] = (_palCopy[i][0] * fadeMultiplier) >> 8;
|
||||
_fadePalette[i][1] = (_palCopy[i][1] * fadeMultiplier) >> 8;
|
||||
_fadePalette[i][2] = (_palCopy[i][2] * fadeMultiplier) >> 8;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currentTime >= fadeStartTime + fadeTotalTime) {
|
||||
fadeStatus = RDFADE_BLACK;
|
||||
memset(fadePalette, 0, sizeof(fadePalette));
|
||||
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
|
||||
_fadeStatus = RDFADE_BLACK;
|
||||
memset(_fadePalette, 0, sizeof(_fadePalette));
|
||||
} else {
|
||||
fadeMultiplier = (int16) (((int32) (fadeTotalTime - (currentTime - fadeStartTime)) * 256) / fadeTotalTime);
|
||||
fadeMultiplier = (int16) (((int32) (_fadeTotalTime - (currentTime - _fadeStartTime)) * 256) / _fadeTotalTime);
|
||||
for (i = 0; i < 256; i++) {
|
||||
fadePalette[i][0] = (palCopy[i][0] * fadeMultiplier) >> 8;
|
||||
fadePalette[i][1] = (palCopy[i][1] * fadeMultiplier) >> 8;
|
||||
fadePalette[i][2] = (palCopy[i][2] * fadeMultiplier) >> 8;
|
||||
_fadePalette[i][0] = (_palCopy[i][0] * fadeMultiplier) >> 8;
|
||||
_fadePalette[i][1] = (_palCopy[i][1] * fadeMultiplier) >> 8;
|
||||
_fadePalette[i][2] = (_palCopy[i][2] * fadeMultiplier) >> 8;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -22,11 +22,6 @@
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
extern uint8 paletteMatch[64*64*64];
|
||||
|
||||
extern int32 RestorePalette(void);
|
||||
extern void FadeServer();
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
||||
#endif
|
||||
|
@ -44,8 +44,8 @@ void Sword2Engine::parseEvents() {
|
||||
WriteKey(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
|
||||
break;
|
||||
case OSystem::EVENT_MOUSEMOVE:
|
||||
mousex = event.mouse.x;
|
||||
mousey = event.mouse.y - MENUDEEP;
|
||||
g_display->_mouseX = event.mouse.x;
|
||||
g_display->_mouseY = event.mouse.y - MENUDEEP;
|
||||
break;
|
||||
case OSystem::EVENT_LBUTTONDOWN:
|
||||
LogMouseEvent(RD_LEFTBUTTONDOWN);
|
||||
@ -61,7 +61,6 @@ void Sword2Engine::parseEvents() {
|
||||
break;
|
||||
case OSystem::EVENT_QUIT:
|
||||
Close_game();
|
||||
CloseAppWindow();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@ -69,24 +68,8 @@ void Sword2Engine::parseEvents() {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Quit the game.
|
||||
*/
|
||||
|
||||
int32 CloseAppWindow(void) {
|
||||
warning("stub CloseAppWindow");
|
||||
/*
|
||||
DestroyWindow(hwnd);
|
||||
*/
|
||||
// just quit for now
|
||||
g_system->quit();
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
static bool _needRedraw = false;
|
||||
|
||||
void SetNeedRedraw() {
|
||||
_needRedraw = true;
|
||||
void Display::setNeedFullRedraw() {
|
||||
_needFullRedraw = true;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -94,29 +77,27 @@ void SetNeedRedraw() {
|
||||
* windows and the interface it provides.
|
||||
*/
|
||||
|
||||
int32 ServiceWindows(void) {
|
||||
void Display::updateDisplay(void) {
|
||||
g_sword2->parseEvents();
|
||||
FadeServer();
|
||||
fadeServer();
|
||||
|
||||
// FIXME: We re-render the entire picture area of the screen for each
|
||||
// frame, which is pretty horrible.
|
||||
|
||||
if (_needRedraw) {
|
||||
g_system->copy_rect(lpBackBuffer + MENUDEEP * screenWide, screenWide, 0, MENUDEEP, screenWide, screenDeep - 2 * MENUDEEP);
|
||||
_needRedraw = false;
|
||||
if (_needFullRedraw) {
|
||||
g_system->copy_rect(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
|
||||
_needFullRedraw = false;
|
||||
}
|
||||
|
||||
// We still need to update because of fades, menu animations, etc.
|
||||
g_system->update_screen();
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the window title
|
||||
*/
|
||||
|
||||
void SetWindowName(const char *windowName) {
|
||||
void Display::setWindowName(const char *windowName) {
|
||||
OSystem::Property prop;
|
||||
|
||||
prop.caption = windowName;
|
||||
|
@ -22,8 +22,6 @@
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
extern void SetNeedRedraw(void);
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
||||
#endif
|
||||
|
@ -28,60 +28,18 @@
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
#define MILLISECSPERCYCLE 83
|
||||
#define MILLISECSPERCYCLE 83
|
||||
|
||||
// Scroll variables. scrollx and scrolly hold the current scroll position,
|
||||
// and scrollxTarget and scrollyTarget are the target position for the end
|
||||
// of the game cycle.
|
||||
#define BLOCKWBITS 6
|
||||
#define BLOCKHBITS 6
|
||||
|
||||
extern int16 scrollx;
|
||||
extern int16 scrolly;
|
||||
int16 parallaxScrollx;
|
||||
int16 parallaxScrolly;
|
||||
int16 locationWide;
|
||||
int16 locationDeep;
|
||||
|
||||
static int16 scrollxTarget;
|
||||
static int16 scrollyTarget;
|
||||
static int16 scrollxOld;
|
||||
static int16 scrollyOld;
|
||||
static uint16 layer = 0;
|
||||
|
||||
#define RENDERAVERAGETOTAL 4
|
||||
|
||||
static int32 renderCountIndex = 0;
|
||||
static int32 renderTimeLog[RENDERAVERAGETOTAL] = { 60, 60, 60, 60 };
|
||||
static int32 initialTime;
|
||||
static int32 startTime;
|
||||
static int32 totalTime;
|
||||
static int32 renderAverageTime = 60;
|
||||
static int32 framesPerGameCycle;
|
||||
static int32 renderTooSlow;
|
||||
|
||||
#define BLOCKWIDTH 64
|
||||
#define BLOCKHEIGHT 64
|
||||
#define BLOCKWBITS 6
|
||||
#define BLOCKHBITS 6
|
||||
#define MAXLAYERS 5
|
||||
|
||||
static uint8 xblocks[MAXLAYERS];
|
||||
static uint8 yblocks[MAXLAYERS];
|
||||
|
||||
// blockSurfaces stores an array of sub-blocks for each of the parallax layers.
|
||||
|
||||
typedef struct {
|
||||
byte data[BLOCKWIDTH * BLOCKHEIGHT];
|
||||
bool transparent;
|
||||
} BlockSurface;
|
||||
|
||||
static BlockSurface **blockSurfaces[MAXLAYERS] = { 0, 0, 0, 0, 0 };
|
||||
|
||||
void UploadRect(Common::Rect *r) {
|
||||
g_system->copy_rect(lpBackBuffer + r->top * screenWide + r->left,
|
||||
screenWide, r->left, r->top, r->right - r->left, r->bottom - r->top);
|
||||
void Display::updateRect(Common::Rect *r) {
|
||||
g_system->copy_rect(_buffer + r->top * _screenWide + r->left,
|
||||
_screenWide, r->left, r->top, r->right - r->left,
|
||||
r->bottom - r->top);
|
||||
}
|
||||
|
||||
void BlitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect) {
|
||||
void Display::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect) {
|
||||
if (r->top > clip_rect->bottom || r->left > clip_rect->right || r->bottom <= clip_rect->top || r->right <= clip_rect->left)
|
||||
return;
|
||||
|
||||
@ -100,7 +58,7 @@ void BlitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect)
|
||||
if (r->right > clip_rect->right)
|
||||
r->right = clip_rect->right;
|
||||
|
||||
byte *dst = lpBackBuffer + r->top * screenWide + r->left;
|
||||
byte *dst = _buffer + r->top * _screenWide + r->left;
|
||||
int i, j;
|
||||
|
||||
if (s->transparent) {
|
||||
@ -110,23 +68,20 @@ void BlitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect)
|
||||
dst[j] = src[j];
|
||||
}
|
||||
src += BLOCKWIDTH;
|
||||
dst += screenWide;
|
||||
dst += _screenWide;
|
||||
}
|
||||
} else {
|
||||
for (i = 0; i < r->bottom - r->top; i++) {
|
||||
memcpy(dst, src, r->right - r->left);
|
||||
src += BLOCKWIDTH;
|
||||
dst += screenWide;
|
||||
dst += _screenWide;
|
||||
}
|
||||
}
|
||||
|
||||
// UploadRect(r);
|
||||
SetNeedRedraw();
|
||||
g_display->setNeedFullRedraw();
|
||||
}
|
||||
|
||||
static uint16 xScale[SCALE_MAXWIDTH];
|
||||
static uint16 yScale[SCALE_MAXHEIGHT];
|
||||
|
||||
// I've made the scaling two separate functions because there were cases from
|
||||
// DrawSprite() where it wasn't obvious if the sprite should grow or shrink,
|
||||
// which caused crashes.
|
||||
@ -140,7 +95,7 @@ static uint16 yScale[SCALE_MAXHEIGHT];
|
||||
// be drawn. This is only used at the highest graphics detail setting (and not
|
||||
// always even then) and is used to help anti-alias the image.
|
||||
|
||||
void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
|
||||
void Display::squashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
|
||||
int32 ince, incne, d;
|
||||
int16 x, y;
|
||||
|
||||
@ -150,7 +105,7 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
incne = 2 * (dstWidth - srcWidth);
|
||||
d = 2 * dstWidth - srcWidth;
|
||||
x = y = 0;
|
||||
xScale[y] = x;
|
||||
_xScale[y] = x;
|
||||
|
||||
while (x < srcWidth) {
|
||||
if (d <= 0) {
|
||||
@ -161,7 +116,7 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
x++;
|
||||
y++;
|
||||
}
|
||||
xScale[y] = x;
|
||||
_xScale[y] = x;
|
||||
}
|
||||
|
||||
// Work out the y-scale
|
||||
@ -170,7 +125,7 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
incne = 2 * (dstHeight - srcHeight);
|
||||
d = 2 * dstHeight - srcHeight;
|
||||
x = y = 0;
|
||||
yScale[y] = x;
|
||||
_yScale[y] = x;
|
||||
|
||||
while (x < srcHeight) {
|
||||
if (d <= 0) {
|
||||
@ -181,7 +136,7 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
x++;
|
||||
y++;
|
||||
}
|
||||
yScale[y] = x;
|
||||
_yScale[y] = x;
|
||||
}
|
||||
|
||||
// Copy the image (with or without anti-aliasing)
|
||||
@ -198,19 +153,19 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
int blue = 0;
|
||||
int i, j;
|
||||
|
||||
for (j = yScale[y]; j < yScale[y + 1]; j++) {
|
||||
for (i = xScale[x]; i < xScale[x + 1]; i++) {
|
||||
for (j = _yScale[y]; j < _yScale[y + 1]; j++) {
|
||||
for (i = _xScale[x]; i < _xScale[x + 1]; i++) {
|
||||
p = src[j * srcPitch + i];
|
||||
if (p) {
|
||||
red += palCopy[p][0];
|
||||
green += palCopy[p][1];
|
||||
blue += palCopy[p][2];
|
||||
red += _palCopy[p][0];
|
||||
green += _palCopy[p][1];
|
||||
blue += _palCopy[p][2];
|
||||
p1 = p;
|
||||
spriteCount++;
|
||||
} else {
|
||||
red += palCopy[backbuf[x]][0];
|
||||
green += palCopy[backbuf[x]][1];
|
||||
blue += palCopy[backbuf[x]][2];
|
||||
red += _palCopy[backbuf[x]][0];
|
||||
green += _palCopy[backbuf[x]][1];
|
||||
blue += _palCopy[backbuf[x]][2];
|
||||
}
|
||||
count++;
|
||||
}
|
||||
@ -220,22 +175,22 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
else if (spriteCount == 1)
|
||||
dst[x] = p1;
|
||||
else
|
||||
dst[x] = QuickMatch((uint8) (red / count), (uint8) (green / count), (uint8) (blue / count));
|
||||
dst[x] = quickMatch((uint8) (red / count), (uint8) (green / count), (uint8) (blue / count));
|
||||
}
|
||||
dst += dstPitch;
|
||||
backbuf += screenWide;
|
||||
backbuf += _screenWide;
|
||||
}
|
||||
} else {
|
||||
for (y = 0; y < dstHeight; y++) {
|
||||
for (x = 0; x < dstWidth; x++) {
|
||||
dst[x] = src[yScale[y] * srcPitch + xScale[x]];
|
||||
dst[x] = src[_yScale[y] * srcPitch + _xScale[x]];
|
||||
}
|
||||
dst += dstPitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
|
||||
void Display::stretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
|
||||
byte *origDst = dst;
|
||||
int32 ince, incne, d;
|
||||
int16 x, y, i, j, k;
|
||||
@ -246,7 +201,7 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
incne = 2 * (srcWidth - dstWidth);
|
||||
d = 2 * srcWidth - dstWidth;
|
||||
x = y = 0;
|
||||
xScale[y] = x;
|
||||
_xScale[y] = x;
|
||||
|
||||
while (x < dstWidth) {
|
||||
if (d <= 0) {
|
||||
@ -256,7 +211,7 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
d += incne;
|
||||
x++;
|
||||
y++;
|
||||
xScale[y] = x;
|
||||
_xScale[y] = x;
|
||||
}
|
||||
}
|
||||
|
||||
@ -266,7 +221,7 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
incne = 2 * (srcHeight - dstHeight);
|
||||
d = 2 * srcHeight - dstHeight;
|
||||
x = y = 0;
|
||||
yScale[y] = x;
|
||||
_yScale[y] = x;
|
||||
while (x < dstHeight) {
|
||||
if (d <= 0) {
|
||||
d += ince;
|
||||
@ -275,17 +230,17 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
d += incne;
|
||||
x++;
|
||||
y++;
|
||||
yScale[y] = x;
|
||||
_yScale[y] = x;
|
||||
}
|
||||
}
|
||||
|
||||
// Copy the image
|
||||
|
||||
for (y = 0; y < srcHeight; y++) {
|
||||
for (j = yScale[y]; j < yScale[y + 1]; j++) {
|
||||
for (j = _yScale[y]; j < _yScale[y + 1]; j++) {
|
||||
k = 0;
|
||||
for (x = 0; x < srcWidth; x++) {
|
||||
for (i = xScale[x]; i < xScale[x + 1]; i++) {
|
||||
for (i = _xScale[x]; i < _xScale[x + 1]; i++) {
|
||||
dst[k++] = src[y * srcPitch + x];
|
||||
}
|
||||
}
|
||||
@ -342,16 +297,16 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
count++;
|
||||
|
||||
if (count) {
|
||||
int red = palCopy[pt[0]][0] << 2;
|
||||
int green = palCopy[pt[0]][1] << 2;
|
||||
int blue = palCopy[pt[0]][2] << 2;
|
||||
int red = _palCopy[pt[0]][0] << 2;
|
||||
int green = _palCopy[pt[0]][1] << 2;
|
||||
int blue = _palCopy[pt[0]][2] << 2;
|
||||
for (i = 1; i < 5; i++) {
|
||||
red += palCopy[pt[i]][0];
|
||||
green += palCopy[pt[i]][1];
|
||||
blue += palCopy[pt[i]][2];
|
||||
red += _palCopy[pt[i]][0];
|
||||
green += _palCopy[pt[i]][1];
|
||||
blue += _palCopy[pt[i]][2];
|
||||
}
|
||||
|
||||
*dst++ = QuickMatch((uint8) (red >> 3), (uint8) (green >> 3), (uint8) (blue >> 3));
|
||||
*dst++ = quickMatch((uint8) (red >> 3), (uint8) (green >> 3), (uint8) (blue >> 3));
|
||||
} else
|
||||
*dst++ = 0;
|
||||
src++;
|
||||
@ -373,27 +328,7 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
|
||||
}
|
||||
}
|
||||
|
||||
int32 RestoreBackgroundLayer(_parallax *p, int16 l)
|
||||
{
|
||||
int16 oldLayer = layer;
|
||||
|
||||
debug(2, "RestoreBackgroundLayer %d", l);
|
||||
|
||||
layer = l;
|
||||
if (blockSurfaces[l]) {
|
||||
for (int i = 0; i < xblocks[l] * yblocks[l]; i++) {
|
||||
if (blockSurfaces[l][i])
|
||||
free(blockSurfaces[l][i]);
|
||||
}
|
||||
|
||||
free(blockSurfaces[l]);
|
||||
blockSurfaces[l] = NULL;
|
||||
}
|
||||
InitialiseBackgroundLayer(p);
|
||||
layer = oldLayer;
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
#ifdef _SWORD2_DEBUG
|
||||
/**
|
||||
* Plots a point relative to the top left corner of the screen. This is only
|
||||
* used for debugging.
|
||||
@ -402,17 +337,15 @@ int32 RestoreBackgroundLayer(_parallax *p, int16 l)
|
||||
* @param colour colour of the point
|
||||
*/
|
||||
|
||||
int32 PlotPoint(uint16 x, uint16 y, uint8 colour) {
|
||||
uint8 *buf = lpBackBuffer + 40 * RENDERWIDE;
|
||||
void Display::plotPoint(uint16 x, uint16 y, uint8 colour) {
|
||||
uint8 *buf = _buffer + 40 * RENDERWIDE;
|
||||
int16 newx, newy;
|
||||
|
||||
newx = x - scrollx;
|
||||
newy = y - scrolly;
|
||||
newx = x - _scrollX;
|
||||
newy = y - _scrollY;
|
||||
|
||||
if (newx >= 0 && newx < RENDERWIDE && newy >= 0 && newy < RENDERDEEP)
|
||||
buf[newy * RENDERWIDE + newx] = colour;
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -425,8 +358,8 @@ int32 PlotPoint(uint16 x, uint16 y, uint8 colour) {
|
||||
*/
|
||||
|
||||
// Uses Bressnham's incremental algorithm!
|
||||
int32 DrawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
|
||||
uint8 *buf = lpBackBuffer + 40 * RENDERWIDE;
|
||||
void Display::drawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
|
||||
uint8 *buf = _buffer + 40 * RENDERWIDE;
|
||||
int dx, dy;
|
||||
int dxmod, dymod;
|
||||
int ince, incne;
|
||||
@ -434,10 +367,10 @@ int32 DrawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
|
||||
int x, y;
|
||||
int addTo;
|
||||
|
||||
x1 -= scrollx;
|
||||
y1 -= scrolly;
|
||||
x0 -= scrollx;
|
||||
y0 -= scrolly;
|
||||
x1 -= _scrollX;
|
||||
y1 -= _scrollY;
|
||||
x0 -= _scrollX;
|
||||
y0 -= _scrollY;
|
||||
|
||||
// Lock the surface if we're rendering to the back buffer.
|
||||
|
||||
@ -579,9 +512,8 @@ int32 DrawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
#endif
|
||||
|
||||
/**
|
||||
* This function tells the driver the size of the background screen for the
|
||||
@ -590,11 +522,9 @@ int32 DrawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
|
||||
* @param h height of the current location
|
||||
*/
|
||||
|
||||
int32 SetLocationMetrics(uint16 w, uint16 h) {
|
||||
locationWide = w;
|
||||
locationDeep = h;
|
||||
|
||||
return RD_OK;
|
||||
void Display::setLocationMetrics(uint16 w, uint16 h) {
|
||||
_locationWide = w;
|
||||
_locationDeep = h;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -602,45 +532,43 @@ int32 SetLocationMetrics(uint16 w, uint16 h) {
|
||||
* parallax can be either foreground, background or the main screen.
|
||||
*/
|
||||
|
||||
int32 RenderParallax(_parallax *p, int16 l) {
|
||||
void Display::renderParallax(_parallax *p, int16 l) {
|
||||
int16 x, y;
|
||||
Common::Rect r;
|
||||
|
||||
if (locationWide == screenWide)
|
||||
if (_locationWide == _screenWide)
|
||||
x = 0;
|
||||
else
|
||||
x = ((int32) ((p->w - screenWide) * scrollx) / (int32) (locationWide - screenWide));
|
||||
x = ((int32) ((p->w - _screenWide) * _scrollX) / (int32) (_locationWide - _screenWide));
|
||||
|
||||
if (locationDeep == (screenDeep - MENUDEEP * 2))
|
||||
if (_locationDeep == _screenDeep - MENUDEEP * 2)
|
||||
y = 0;
|
||||
else
|
||||
y = ((int32) ((p->h - (screenDeep - MENUDEEP * 2)) * scrolly) / (int32) (locationDeep - (screenDeep - MENUDEEP * 2)));
|
||||
y = ((int32) ((p->h - (_screenDeep - MENUDEEP * 2)) * _scrollY) / (int32) (_locationDeep - (_screenDeep - MENUDEEP * 2)));
|
||||
|
||||
Common::Rect clip_rect;
|
||||
|
||||
// Leave enough space for the top and bottom menues
|
||||
|
||||
clip_rect.left = 0;
|
||||
clip_rect.right = screenWide;
|
||||
clip_rect.right = _screenWide;
|
||||
clip_rect.top = MENUDEEP;
|
||||
clip_rect.bottom = screenDeep - MENUDEEP;
|
||||
clip_rect.bottom = _screenDeep - MENUDEEP;
|
||||
|
||||
for (int j = 0; j < yblocks[l]; j++) {
|
||||
for (int i = 0; i < xblocks[l]; i++) {
|
||||
if (blockSurfaces[l][i + j * xblocks[l]]) {
|
||||
for (int j = 0; j < _yBlocks[l]; j++) {
|
||||
for (int i = 0; i < _xBlocks[l]; i++) {
|
||||
if (_blockSurfaces[l][i + j * _xBlocks[l]]) {
|
||||
r.left = i * BLOCKWIDTH - x;
|
||||
r.right = r.left + BLOCKWIDTH;
|
||||
r.top = j * BLOCKHEIGHT - y + 40;
|
||||
r.bottom = r.top + BLOCKHEIGHT;
|
||||
BlitBlockSurface(blockSurfaces[l][i + j * xblocks[l]], &r, &clip_rect);
|
||||
blitBlockSurface(_blockSurfaces[l][i + j * _xBlocks[l]], &r, &clip_rect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
parallaxScrollx = scrollx - x;
|
||||
parallaxScrolly = scrolly - y;
|
||||
|
||||
return RD_OK;
|
||||
_parallaxScrollX = _scrollX - x;
|
||||
_parallaxScrollY = _scrollY - y;
|
||||
}
|
||||
|
||||
// Uncomment this when benchmarking the drawing routines.
|
||||
@ -650,10 +578,9 @@ int32 RenderParallax(_parallax *p, int16 l) {
|
||||
* Initialises the timers before the render loop is entered.
|
||||
*/
|
||||
|
||||
int32 InitialiseRenderCycle(void) {
|
||||
initialTime = SVM_timeGetTime();
|
||||
totalTime = initialTime + MILLISECSPERCYCLE;
|
||||
return RD_OK;
|
||||
void Display::initialiseRenderCycle(void) {
|
||||
_initialTime = SVM_timeGetTime();
|
||||
_totalTime = _initialTime + MILLISECSPERCYCLE;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -661,24 +588,23 @@ int32 InitialiseRenderCycle(void) {
|
||||
* render cycle.
|
||||
*/
|
||||
|
||||
int32 StartRenderCycle(void) {
|
||||
scrollxOld = scrollx;
|
||||
scrollyOld = scrolly;
|
||||
void Display::startRenderCycle(void) {
|
||||
_scrollXOld = _scrollX;
|
||||
_scrollYOld = _scrollY;
|
||||
|
||||
startTime = SVM_timeGetTime();
|
||||
_startTime = SVM_timeGetTime();
|
||||
|
||||
if (startTime + renderAverageTime >= totalTime) {
|
||||
scrollx = scrollxTarget;
|
||||
scrolly = scrollyTarget;
|
||||
renderTooSlow = 1;
|
||||
if (_startTime + _renderAverageTime >= _totalTime) {
|
||||
_scrollX = _scrollXTarget;
|
||||
_scrollY = _scrollYTarget;
|
||||
_renderTooSlow = true;
|
||||
} else {
|
||||
scrollx = (int16) (scrollxOld + ((scrollxTarget - scrollxOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime));
|
||||
scrolly = (int16) (scrollyOld + ((scrollyTarget - scrollyOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime));
|
||||
renderTooSlow = 0;
|
||||
_scrollX = (int16) (_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
|
||||
_scrollY = (int16) (_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
|
||||
_renderTooSlow = false;
|
||||
}
|
||||
|
||||
framesPerGameCycle = 0;
|
||||
return RD_OK;
|
||||
_framesPerGameCycle = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -687,52 +613,56 @@ int32 StartRenderCycle(void) {
|
||||
* terminated, or false if it should continue
|
||||
*/
|
||||
|
||||
int32 EndRenderCycle(bool *end) {
|
||||
bool Display::endRenderCycle(void) {
|
||||
static int32 renderTimeLog[4] = { 60, 60, 60, 60 };
|
||||
static int32 renderCountIndex = 0;
|
||||
int32 time;
|
||||
|
||||
time = SVM_timeGetTime();
|
||||
renderTimeLog[renderCountIndex] = time - startTime;
|
||||
startTime = time;
|
||||
renderAverageTime = (renderTimeLog[0] + renderTimeLog[1] + renderTimeLog[2] + renderTimeLog[3]) >> 2;
|
||||
renderTimeLog[renderCountIndex] = time - _startTime;
|
||||
_startTime = time;
|
||||
_renderAverageTime = (renderTimeLog[0] + renderTimeLog[1] + renderTimeLog[2] + renderTimeLog[3]) >> 2;
|
||||
|
||||
framesPerGameCycle++;
|
||||
_framesPerGameCycle++;
|
||||
|
||||
if (++renderCountIndex == RENDERAVERAGETOTAL)
|
||||
renderCountIndex = 0;
|
||||
|
||||
if (renderTooSlow) {
|
||||
*end = true;
|
||||
InitialiseRenderCycle();
|
||||
} else if (startTime + renderAverageTime >= totalTime) {
|
||||
*end = true;
|
||||
totalTime += MILLISECSPERCYCLE;
|
||||
initialTime = time;
|
||||
#ifdef LIMIT_FRAME_RATE
|
||||
} else if (scrollxTarget == scrollx && scrollyTarget == scrolly) {
|
||||
// If we have already reached the scroll target sleep for the
|
||||
// rest of the render cycle.
|
||||
*end = true;
|
||||
sleepUntil(totalTime);
|
||||
initialTime = SVM_timeGetTime();
|
||||
totalTime += MILLISECSPERCYCLE;
|
||||
#endif
|
||||
} else {
|
||||
*end = false;
|
||||
|
||||
// This is an attempt to ensure that we always reach the scroll
|
||||
// target. Otherwise the game frequently tries to pump out new
|
||||
// interpolation frames without ever getting anywhere.
|
||||
|
||||
if (ABS(scrollx - scrollxTarget) <= 1 && ABS(scrolly - scrollyTarget) <= 1) {
|
||||
scrollx = scrollxTarget;
|
||||
scrolly = scrollyTarget;
|
||||
} else {
|
||||
scrollx = (int16) (scrollxOld + ((scrollxTarget - scrollxOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime));
|
||||
scrolly = (int16) (scrollyOld + ((scrollyTarget - scrollyOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime));
|
||||
}
|
||||
if (_renderTooSlow) {
|
||||
initialiseRenderCycle();
|
||||
return true;
|
||||
}
|
||||
|
||||
return RD_OK;
|
||||
if (_startTime + _renderAverageTime >= _totalTime) {
|
||||
_totalTime += MILLISECSPERCYCLE;
|
||||
_initialTime = time;
|
||||
return true;
|
||||
}
|
||||
|
||||
#ifdef LIMIT_FRAME_RATE
|
||||
if (_scrollXTarget == _scrollX && _scrollYTarget == _scrollY) {
|
||||
// If we have already reached the scroll target sleep for the
|
||||
// rest of the render cycle.
|
||||
sleepUntil(_totalTime);
|
||||
_initialTime = SVM_timeGetTime();
|
||||
_totalTime += MILLISECSPERCYCLE;
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
// This is an attempt to ensure that we always reach the scroll target.
|
||||
// Otherwise the game frequently tries to pump out new interpolation
|
||||
// frames without ever getting anywhere.
|
||||
|
||||
if (ABS(_scrollX - _scrollXTarget) <= 1 && ABS(_scrollY - _scrollYTarget) <= 1) {
|
||||
_scrollX = _scrollXTarget;
|
||||
_scrollY = _scrollYTarget;
|
||||
} else {
|
||||
_scrollX = (int16) (_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
|
||||
_scrollY = (int16) (_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -741,11 +671,9 @@ int32 EndRenderCycle(bool *end) {
|
||||
* position in the allotted time.
|
||||
*/
|
||||
|
||||
int32 SetScrollTarget(int16 sx, int16 sy) {
|
||||
scrollxTarget = sx;
|
||||
scrollyTarget = sy;
|
||||
|
||||
return RD_OK;
|
||||
void Display::setScrollTarget(int16 sx, int16 sy) {
|
||||
_scrollXTarget = sx;
|
||||
_scrollYTarget = sy;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -753,7 +681,7 @@ int32 SetScrollTarget(int16 sx, int16 sy) {
|
||||
* or a NULL pointer in order of background parallax to foreground parallax.
|
||||
*/
|
||||
|
||||
int32 InitialiseBackgroundLayer(_parallax *p) {
|
||||
int32 Display::initialiseBackgroundLayer(_parallax *p) {
|
||||
uint8 *memchunk;
|
||||
uint8 zeros;
|
||||
uint16 count;
|
||||
@ -764,29 +692,29 @@ int32 InitialiseBackgroundLayer(_parallax *p) {
|
||||
_parallaxLine line;
|
||||
uint8 *pLine;
|
||||
|
||||
debug(2, "InitialiseBackgroundLayer");
|
||||
debug(2, "initialiseBackgroundLayer");
|
||||
|
||||
// This function is called to re-initialise the layers if they have
|
||||
// been lost. We know this if the layers have already been assigned.
|
||||
|
||||
if (layer == MAXLAYERS)
|
||||
CloseBackgroundLayer();
|
||||
if (_layer == MAXLAYERS)
|
||||
closeBackgroundLayer();
|
||||
|
||||
if (!p) {
|
||||
layer++;
|
||||
_layer++;
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
xblocks[layer] = (p->w + BLOCKWIDTH - 1) >> BLOCKWBITS;
|
||||
yblocks[layer] = (p->h + BLOCKHEIGHT - 1) >> BLOCKHBITS;
|
||||
_xBlocks[_layer] = (p->w + BLOCKWIDTH - 1) >> BLOCKWBITS;
|
||||
_yBlocks[_layer] = (p->h + BLOCKHEIGHT - 1) >> BLOCKHBITS;
|
||||
|
||||
blockSurfaces[layer] = (BlockSurface **) calloc(xblocks[layer] * yblocks[layer], sizeof(BlockSurface *));
|
||||
if (!blockSurfaces[layer])
|
||||
_blockSurfaces[_layer] = (BlockSurface **) calloc(_xBlocks[_layer] * _yBlocks[_layer], sizeof(BlockSurface *));
|
||||
if (!_blockSurfaces[_layer])
|
||||
return RDERR_OUTOFMEMORY;
|
||||
|
||||
// Decode the parallax layer into a large chunk of memory
|
||||
|
||||
memchunk = (uint8 *) malloc(xblocks[layer] * BLOCKWIDTH * yblocks[layer] * BLOCKHEIGHT);
|
||||
memchunk = (uint8 *) malloc(_xBlocks[_layer] * BLOCKWIDTH * _yBlocks[_layer] * BLOCKHEIGHT);
|
||||
if (!memchunk)
|
||||
return RDERR_OUTOFMEMORY;
|
||||
|
||||
@ -835,11 +763,11 @@ int32 InitialiseBackgroundLayer(_parallax *p) {
|
||||
|
||||
// Now create the surfaces!
|
||||
|
||||
for (i = 0; i < xblocks[layer] * yblocks[layer]; i++) {
|
||||
for (i = 0; i < _xBlocks[_layer] * _yBlocks[_layer]; i++) {
|
||||
bool block_has_data = false;
|
||||
bool block_is_transparent = false;
|
||||
|
||||
data = memchunk + (p->w * BLOCKHEIGHT * (i / xblocks[layer])) + BLOCKWIDTH * (i % xblocks[layer]);
|
||||
data = memchunk + (p->w * BLOCKHEIGHT * (i / _xBlocks[_layer])) + BLOCKWIDTH * (i % _xBlocks[_layer]);
|
||||
|
||||
for (j = 0; j < BLOCKHEIGHT; j++) {
|
||||
for (k = 0; k < BLOCKWIDTH; k++) {
|
||||
@ -853,24 +781,24 @@ int32 InitialiseBackgroundLayer(_parallax *p) {
|
||||
// Only assign a surface to the block if it contains data.
|
||||
|
||||
if (block_has_data) {
|
||||
blockSurfaces[layer][i] = (BlockSurface *) malloc(sizeof(BlockSurface));
|
||||
_blockSurfaces[_layer][i] = (BlockSurface *) malloc(sizeof(BlockSurface));
|
||||
|
||||
// Copy the data into the surfaces.
|
||||
dst = blockSurfaces[layer][i]->data;
|
||||
dst = _blockSurfaces[_layer][i]->data;
|
||||
for (j = 0; j < BLOCKHEIGHT; j++) {
|
||||
memcpy(dst, data, BLOCKWIDTH);
|
||||
data += p->w;
|
||||
dst += BLOCKWIDTH;
|
||||
}
|
||||
|
||||
blockSurfaces[layer][i]->transparent = block_is_transparent;
|
||||
_blockSurfaces[_layer][i]->transparent = block_is_transparent;
|
||||
|
||||
} else
|
||||
blockSurfaces[layer][i] = NULL;
|
||||
_blockSurfaces[_layer][i] = NULL;
|
||||
}
|
||||
|
||||
free(memchunk);
|
||||
layer++;
|
||||
_layer++;
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
@ -879,21 +807,20 @@ int32 InitialiseBackgroundLayer(_parallax *p) {
|
||||
* Should be called once after leaving the room to free up memory.
|
||||
*/
|
||||
|
||||
int32 CloseBackgroundLayer(void) {
|
||||
void Display::closeBackgroundLayer(void) {
|
||||
debug(2, "CloseBackgroundLayer");
|
||||
|
||||
for (int j = 0; j < MAXLAYERS; j++) {
|
||||
if (blockSurfaces[j]) {
|
||||
for (int i = 0; i < xblocks[j] * yblocks[j]; i++)
|
||||
if (blockSurfaces[j][i])
|
||||
free(blockSurfaces[j][i]);
|
||||
free(blockSurfaces[j]);
|
||||
blockSurfaces[j] = NULL;
|
||||
if (_blockSurfaces[j]) {
|
||||
for (int i = 0; i < _xBlocks[j] * _yBlocks[j]; i++)
|
||||
if (_blockSurfaces[j][i])
|
||||
free(_blockSurfaces[j][i]);
|
||||
free(_blockSurfaces[j]);
|
||||
_blockSurfaces[j] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
layer = 0;
|
||||
return RD_OK;
|
||||
_layer = 0;
|
||||
}
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
@ -33,20 +33,6 @@ typedef struct {
|
||||
uint16 offset;
|
||||
} _parallaxLine;
|
||||
|
||||
extern int16 scrollx; // current x offset into background of display
|
||||
extern int16 scrolly; // current y offset into background of display
|
||||
extern int16 parallaxScrollx; // current x offset to link a sprite to the
|
||||
// parallax layer
|
||||
extern int16 parallaxScrolly; // current y offset to link a sprite to the
|
||||
// parallax layer
|
||||
extern int16 locationWide;
|
||||
extern int16 locationDeep;
|
||||
|
||||
void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf);
|
||||
void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf);
|
||||
|
||||
void UploadRect(Common::Rect *r);
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
||||
#endif
|
||||
|
@ -27,8 +27,6 @@
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
static uint8 *lightMask = 0;
|
||||
|
||||
/**
|
||||
* This function takes a sprite and creates a mirror image of it.
|
||||
* @param dst destination buffer
|
||||
@ -37,17 +35,13 @@ static uint8 *lightMask = 0;
|
||||
* @param h height of the sprite
|
||||
*/
|
||||
|
||||
int32 MirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) {
|
||||
int16 x, y;
|
||||
|
||||
for (y = 0; y < h; y++) {
|
||||
for (x = 0; x < w; x++) {
|
||||
void Display::mirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) {
|
||||
for (int y = 0; y < h; y++) {
|
||||
for (int x = 0; x < w; x++) {
|
||||
*dst++ = *(src + w - x - 1);
|
||||
}
|
||||
src += w;
|
||||
}
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -58,7 +52,7 @@ int32 MirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) {
|
||||
* @param decompSize the expected size of the decompressed sprite
|
||||
*/
|
||||
|
||||
int32 DecompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) {
|
||||
int32 Display::decompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) {
|
||||
// PARAMETERS:
|
||||
// source points to the start of the sprite data for input
|
||||
// decompSize gives size of decompressed data in bytes
|
||||
@ -138,7 +132,7 @@ int32 DecompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) {
|
||||
* Unwinds a run of 16-colour data into 256-colour palette data.
|
||||
*/
|
||||
|
||||
void UnwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) {
|
||||
void Display::unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) {
|
||||
// for each pair of pixels
|
||||
while (blockSize > 1) {
|
||||
// 1st colour = number in table at position given by upper
|
||||
@ -173,7 +167,7 @@ void UnwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) {
|
||||
* @param colTable mapping from the 16 encoded colours to the current palette
|
||||
*/
|
||||
|
||||
int32 DecompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable) {
|
||||
int32 Display::decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable) {
|
||||
uint8 headerByte; // block header byte
|
||||
uint8 *endDest = dest + decompSize; // pointer to byte after end of decomp buffer
|
||||
int32 rv;
|
||||
@ -223,7 +217,7 @@ int32 DecompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTa
|
||||
|
||||
// copy the next 'headerByte' pixels from source to
|
||||
// destination (NB. 2 pixels per byte)
|
||||
UnwindRaw16(dest, source, headerByte, colTable);
|
||||
unwindRaw16(dest, source, headerByte, colTable);
|
||||
|
||||
// increment destination pointer to just after this
|
||||
// block
|
||||
@ -253,7 +247,7 @@ int32 DecompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTa
|
||||
* @return RD_OK, or an error code
|
||||
*/
|
||||
|
||||
int32 CreateSurface(_spriteInfo *s, uint8 **sprite) {
|
||||
int32 Display::createSurface(_spriteInfo *s, uint8 **sprite) {
|
||||
uint8 *newSprite;
|
||||
|
||||
*sprite = (uint8 *) malloc(s->w * s->h);
|
||||
@ -264,12 +258,12 @@ int32 CreateSurface(_spriteInfo *s, uint8 **sprite) {
|
||||
memcpy(*sprite, s->data, s->w * s->h);
|
||||
} else {
|
||||
if ((s->type >> 8) == (RDSPR_RLE16 >> 8)) {
|
||||
if (DecompressRLE16(*sprite, s->data, s->w * s->h, s->colourTable)) {
|
||||
if (decompressRLE16(*sprite, s->data, s->w * s->h, s->colourTable)) {
|
||||
free(*sprite);
|
||||
return RDERR_DECOMPRESSION;
|
||||
}
|
||||
} else {
|
||||
if (DecompressRLE256(*sprite, s->data, s->w * s->h)) {
|
||||
if (decompressRLE256(*sprite, s->data, s->w * s->h)) {
|
||||
free(*sprite);
|
||||
return RDERR_DECOMPRESSION;
|
||||
}
|
||||
@ -281,7 +275,7 @@ int32 CreateSurface(_spriteInfo *s, uint8 **sprite) {
|
||||
free(*sprite);
|
||||
return RDERR_OUTOFMEMORY;
|
||||
}
|
||||
MirrorSprite(newSprite, *sprite, s->w, s->h);
|
||||
mirrorSprite(newSprite, *sprite, s->w, s->h);
|
||||
free(*sprite);
|
||||
*sprite = newSprite;
|
||||
}
|
||||
@ -297,7 +291,7 @@ int32 CreateSurface(_spriteInfo *s, uint8 **sprite) {
|
||||
* @param clipRect the clipping rectangle
|
||||
*/
|
||||
|
||||
void DrawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
|
||||
void Display::drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
|
||||
Common::Rect rd, rs;
|
||||
uint16 x, y, srcPitch;
|
||||
uint8 *src, *dst;
|
||||
@ -313,8 +307,8 @@ void DrawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
|
||||
rd.top = s->y;
|
||||
rd.left = s->x;
|
||||
} else {
|
||||
rd.top = s->y - scrolly;
|
||||
rd.left = s->x - scrollx;
|
||||
rd.top = s->y - _scrollY;
|
||||
rd.left = s->x - _scrollX;
|
||||
}
|
||||
|
||||
rd.right = rd.left + rs.right;
|
||||
@ -344,7 +338,7 @@ void DrawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
|
||||
}
|
||||
|
||||
src = surface + rs.top * srcPitch + rs.left;
|
||||
dst = lpBackBuffer + screenWide * rd.top + rd.left;
|
||||
dst = _buffer + _screenWide * rd.top + rd.left;
|
||||
|
||||
// Surfaces are always transparent.
|
||||
|
||||
@ -354,18 +348,18 @@ void DrawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
|
||||
dst[x] = src[x];
|
||||
}
|
||||
src += srcPitch;
|
||||
dst += screenWide;
|
||||
dst += _screenWide;
|
||||
}
|
||||
|
||||
UploadRect(&rd);
|
||||
SetNeedRedraw();
|
||||
updateRect(&rd);
|
||||
setNeedFullRedraw();
|
||||
}
|
||||
|
||||
/**
|
||||
* Destroys a surface.
|
||||
*/
|
||||
|
||||
void DeleteSurface(uint8 *surface) {
|
||||
void Display::deleteSurface(uint8 *surface) {
|
||||
free(surface);
|
||||
}
|
||||
|
||||
@ -390,7 +384,7 @@ void DeleteSurface(uint8 *surface) {
|
||||
// FIXME: I'm sure this could be optimized. There's plenty of data copying and
|
||||
// mallocing here.
|
||||
|
||||
int32 DrawSprite(_spriteInfo *s) {
|
||||
int32 Display::drawSprite(_spriteInfo *s) {
|
||||
uint8 *src, *dst;
|
||||
uint8 *sprite, *newSprite;
|
||||
uint8 *backbuf = NULL;
|
||||
@ -414,12 +408,12 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
if (!sprite)
|
||||
return RDERR_OUTOFMEMORY;
|
||||
if ((s->type >> 8) == (RDSPR_RLE16 >> 8)) {
|
||||
if (DecompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) {
|
||||
if (decompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) {
|
||||
free(sprite);
|
||||
return RDERR_DECOMPRESSION;
|
||||
}
|
||||
} else {
|
||||
if (DecompressRLE256(sprite, s->data, s->w * s->h)) {
|
||||
if (decompressRLE256(sprite, s->data, s->w * s->h)) {
|
||||
free(sprite);
|
||||
return RDERR_DECOMPRESSION;
|
||||
}
|
||||
@ -433,7 +427,7 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
free(sprite);
|
||||
return RDERR_OUTOFMEMORY;
|
||||
}
|
||||
MirrorSprite(newSprite, sprite, s->w, s->h);
|
||||
mirrorSprite(newSprite, sprite, s->w, s->h);
|
||||
if (freeSprite)
|
||||
free(sprite);
|
||||
sprite = newSprite;
|
||||
@ -445,8 +439,8 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
// -----------------------------------------------------------------
|
||||
|
||||
if (!(s->type & RDSPR_DISPLAYALIGN)) {
|
||||
s->x += parallaxScrollx;
|
||||
s->y += parallaxScrolly;
|
||||
s->x += _parallaxScrollX;
|
||||
s->y += _parallaxScrollY;
|
||||
}
|
||||
|
||||
s->y += 40;
|
||||
@ -474,8 +468,8 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
rd.left = s->x;
|
||||
|
||||
if (!(s->type & RDSPR_DISPLAYALIGN)) {
|
||||
rd.top -= scrolly;
|
||||
rd.left -= scrollx;
|
||||
rd.top -= _scrollY;
|
||||
rd.left -= _scrollX;
|
||||
}
|
||||
|
||||
rd.right = rd.left + rs.right;
|
||||
@ -515,8 +509,8 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
// -----------------------------------------------------------------
|
||||
|
||||
if (scale != 256) {
|
||||
if ((renderCaps & RDBLTFX_ARITHMETICSTRETCH) && !clipped)
|
||||
backbuf = lpBackBuffer + screenWide * rd.top + rd.left;
|
||||
if ((_renderCaps & RDBLTFX_EDGEBLEND) && !clipped)
|
||||
backbuf = _buffer + _screenWide * rd.top + rd.left;
|
||||
|
||||
|
||||
if (s->scaledWidth > SCALE_MAXWIDTH || s->scaledHeight > SCALE_MAXHEIGHT) {
|
||||
@ -533,14 +527,14 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
}
|
||||
|
||||
if (scale < 256) {
|
||||
SquashImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
|
||||
squashImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
|
||||
} else {
|
||||
if (s->scale > 512) {
|
||||
if (freeSprite)
|
||||
free(sprite);
|
||||
return RDERR_INVALIDSCALING;
|
||||
}
|
||||
StretchImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
|
||||
stretchImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
|
||||
}
|
||||
|
||||
if (freeSprite)
|
||||
@ -557,7 +551,7 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
// and which is used to simulate light and shadows. Scaled sprites
|
||||
// (actors, presumably) are always affected.
|
||||
|
||||
if ((renderCaps & RDBLTFX_SHADOWBLEND) && lightMask && (scale != 256 || (s->type & RDSPR_SHADOW))) {
|
||||
if ((_renderCaps & RDBLTFX_SHADOWBLEND) && _lightMask && (scale != 256 || (s->type & RDSPR_SHADOW))) {
|
||||
uint8 *lightMap;
|
||||
|
||||
if (!freeSprite) {
|
||||
@ -568,19 +562,19 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
}
|
||||
|
||||
src = sprite + rs.top * srcPitch + rs.left;
|
||||
lightMap = lightMask + (rd.top + scrolly - 40) * locationWide + rd.left + scrollx;
|
||||
lightMap = _lightMask + (rd.top + _scrollY - 40) * _locationWide + rd.left + _scrollX;
|
||||
|
||||
for (i = 0; i < rs.height(); i++) {
|
||||
for (j = 0; j < rs.width(); j++) {
|
||||
if (src[j] && lightMap[j]) {
|
||||
uint8 r = ((32 - lightMap[j]) * palCopy[src[j]][0]) >> 5;
|
||||
uint8 g = ((32 - lightMap[j]) * palCopy[src[j]][1]) >> 5;
|
||||
uint8 b = ((32 - lightMap[j]) * palCopy[src[j]][2]) >> 5;
|
||||
src[j] = QuickMatch(r, g, b);
|
||||
uint8 r = ((32 - lightMap[j]) * _palCopy[src[j]][0]) >> 5;
|
||||
uint8 g = ((32 - lightMap[j]) * _palCopy[src[j]][1]) >> 5;
|
||||
uint8 b = ((32 - lightMap[j]) * _palCopy[src[j]][2]) >> 5;
|
||||
src[j] = quickMatch(r, g, b);
|
||||
}
|
||||
}
|
||||
src += srcPitch;
|
||||
lightMap += locationWide;
|
||||
lightMap += _locationWide;
|
||||
}
|
||||
}
|
||||
|
||||
@ -589,17 +583,17 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
// -----------------------------------------------------------------
|
||||
|
||||
src = sprite + rs.top * srcPitch + rs.left;
|
||||
dst = lpBackBuffer + screenWide * rd.top + rd.left;
|
||||
dst = _buffer + _screenWide * rd.top + rd.left;
|
||||
|
||||
if (s->type & RDSPR_BLEND) {
|
||||
if (renderCaps & RDBLTFX_ALLHARDWARE) {
|
||||
if (!(_renderCaps & RDBLTFX_SPRITEBLEND)) {
|
||||
for (i = 0; i < rs.height(); i++) {
|
||||
for (j = 0; j < rs.width(); j++) {
|
||||
if (src[j] && ((i & 1) == (j & 1)))
|
||||
dst[j] = src[j];
|
||||
}
|
||||
src += srcPitch;
|
||||
dst += screenWide;
|
||||
dst += _screenWide;
|
||||
}
|
||||
} else {
|
||||
if (s->blend & 0x01) {
|
||||
@ -607,14 +601,14 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
for (i = 0; i < rs.height(); i++) {
|
||||
for (j = 0; j < rs.width(); j++) {
|
||||
if (src[j]) {
|
||||
uint8 r = (palCopy[src[j]][0] * red + palCopy[dst[j]][0] * (8 - red)) >> 3;
|
||||
uint8 g = (palCopy[src[j]][1] * red + palCopy[dst[j]][1] * (8 - red)) >> 3;
|
||||
uint8 b = (palCopy[src[j]][2] * red + palCopy[dst[j]][2] * (8 - red)) >> 3;
|
||||
dst[j] = QuickMatch(r, g, b);
|
||||
uint8 r = (_palCopy[src[j]][0] * red + _palCopy[dst[j]][0] * (8 - red)) >> 3;
|
||||
uint8 g = (_palCopy[src[j]][1] * red + _palCopy[dst[j]][1] * (8 - red)) >> 3;
|
||||
uint8 b = (_palCopy[src[j]][2] * red + _palCopy[dst[j]][2] * (8 - red)) >> 3;
|
||||
dst[j] = quickMatch(r, g, b);
|
||||
}
|
||||
}
|
||||
src += srcPitch;
|
||||
dst += screenWide;
|
||||
dst += _screenWide;
|
||||
}
|
||||
} else if (s->blend & 0x02) {
|
||||
debug(2, "DrawSprite: s->blend & 0x02");
|
||||
@ -631,20 +625,20 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
// Does anyone know where this case was used
|
||||
// anyway?
|
||||
|
||||
red = palCopy[s->blend >> 8][0];
|
||||
green = palCopy[s->blend >> 8][0];
|
||||
blue = palCopy[s->blend >> 8][0];
|
||||
red = _palCopy[s->blend >> 8][0];
|
||||
green = _palCopy[s->blend >> 8][0];
|
||||
blue = _palCopy[s->blend >> 8][0];
|
||||
for (i = 0; i < rs.height(); i++) {
|
||||
for (j = 0; j < rs.width(); j++) {
|
||||
if (src[j]) {
|
||||
uint8 r = (src[j] * red + (16 - src[j]) * palCopy[dst[j]][0]) >> 4;
|
||||
uint8 g = (src[j] * green + (16 - src[j]) * palCopy[dst[j]][1]) >> 4;
|
||||
uint8 b = (src[j] * blue + (16 - src[j]) * palCopy[dst[j]][2]) >> 4;
|
||||
dst[j] = QuickMatch(r, g, b);
|
||||
uint8 r = (src[j] * red + (16 - src[j]) * _palCopy[dst[j]][0]) >> 4;
|
||||
uint8 g = (src[j] * green + (16 - src[j]) * _palCopy[dst[j]][1]) >> 4;
|
||||
uint8 b = (src[j] * blue + (16 - src[j]) * _palCopy[dst[j]][2]) >> 4;
|
||||
dst[j] = quickMatch(r, g, b);
|
||||
}
|
||||
}
|
||||
src += srcPitch;
|
||||
dst += screenWide;
|
||||
dst += _screenWide;
|
||||
}
|
||||
} else {
|
||||
warning("DrawSprite: Invalid blended sprite");
|
||||
@ -661,13 +655,13 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
dst[j] = src[j];
|
||||
}
|
||||
src += srcPitch;
|
||||
dst += screenWide;
|
||||
dst += _screenWide;
|
||||
}
|
||||
} else {
|
||||
for (i = 0; i < rs.height(); i++) {
|
||||
memcpy(dst, src, rs.width());
|
||||
src += srcPitch;
|
||||
dst += screenWide;
|
||||
dst += _screenWide;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -675,8 +669,8 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
if (freeSprite)
|
||||
free(sprite);
|
||||
|
||||
// UploadRect(&rd);
|
||||
SetNeedRedraw();
|
||||
// updateRect(&rd);
|
||||
setNeedFullRedraw();
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
@ -685,20 +679,20 @@ int32 DrawSprite(_spriteInfo *s) {
|
||||
* Opens the light masking sprite for a room.
|
||||
*/
|
||||
|
||||
int32 OpenLightMask(_spriteInfo *s) {
|
||||
int32 Display::openLightMask(_spriteInfo *s) {
|
||||
// FIXME: The light mask is only needed on higher graphics detail
|
||||
// settings, so to save memory we could simply ignore it on lower
|
||||
// settings. But then we need to figure out how to ensure that it
|
||||
// is properly loaded if the user changes the settings in mid-game.
|
||||
|
||||
if (lightMask)
|
||||
if (_lightMask)
|
||||
return RDERR_NOTCLOSED;
|
||||
|
||||
lightMask = (uint8 *) malloc(s->w * s->h);
|
||||
if (!lightMask)
|
||||
_lightMask = (uint8 *) malloc(s->w * s->h);
|
||||
if (!_lightMask)
|
||||
return RDERR_OUTOFMEMORY;
|
||||
|
||||
if (DecompressRLE256(lightMask, s->data, s->w * s->h))
|
||||
if (decompressRLE256(_lightMask, s->data, s->w * s->h))
|
||||
return RDERR_DECOMPRESSION;
|
||||
|
||||
return RD_OK;
|
||||
@ -708,12 +702,12 @@ int32 OpenLightMask(_spriteInfo *s) {
|
||||
* Closes the light masking sprite for a room.
|
||||
*/
|
||||
|
||||
int32 CloseLightMask(void) {
|
||||
if (!lightMask)
|
||||
int32 Display::closeLightMask(void) {
|
||||
if (!_lightMask)
|
||||
return RDERR_NOTOPEN;
|
||||
|
||||
free(lightMask);
|
||||
lightMask = 0;
|
||||
free(_lightMask);
|
||||
_lightMask = NULL;
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
|
@ -31,7 +31,7 @@
|
||||
#include "bs2/protocol.h"
|
||||
#include "bs2/resman.h"
|
||||
#include "bs2/sound.h"
|
||||
#include "bs2/sword2.h" // for CloseGame()
|
||||
#include "bs2/sword2.h"
|
||||
|
||||
namespace Sword2 {
|
||||
|
||||
@ -269,25 +269,25 @@ int32 FN_flash(int32 *params) {
|
||||
// what colour?
|
||||
switch (params[0]) {
|
||||
case WHITE:
|
||||
BS2_SetPalette(0, 1, white, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 1, white, RDPAL_INSTANT);
|
||||
break;
|
||||
case RED:
|
||||
BS2_SetPalette(0, 1, red, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 1, red, RDPAL_INSTANT);
|
||||
break;
|
||||
case GREEN:
|
||||
BS2_SetPalette(0, 1, green, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 1, green, RDPAL_INSTANT);
|
||||
break;
|
||||
case BLUE:
|
||||
BS2_SetPalette(0, 1, blue, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 1, blue, RDPAL_INSTANT);
|
||||
break;
|
||||
}
|
||||
|
||||
// There used to be a busy-wait loop here, so I don't know how long
|
||||
// the delay was meant to be. Probably doesn't matter much.
|
||||
|
||||
ServiceWindows();
|
||||
g_display->updateDisplay();
|
||||
g_system->delay_msecs(250);
|
||||
BS2_SetPalette(0, 1, black, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 1, black, RDPAL_INSTANT);
|
||||
#endif
|
||||
|
||||
return IR_CONT;
|
||||
@ -305,19 +305,19 @@ int32 FN_colour(int32 *params) {
|
||||
// what colour?
|
||||
switch (params[0]) {
|
||||
case BLACK:
|
||||
BS2_SetPalette(0, 1, black, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 1, black, RDPAL_INSTANT);
|
||||
break;
|
||||
case WHITE:
|
||||
BS2_SetPalette(0, 1, white, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 1, white, RDPAL_INSTANT);
|
||||
break;
|
||||
case RED:
|
||||
BS2_SetPalette(0, 1, red, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 1, red, RDPAL_INSTANT);
|
||||
break;
|
||||
case GREEN:
|
||||
BS2_SetPalette(0, 1, green, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 1, green, RDPAL_INSTANT);
|
||||
break;
|
||||
case BLUE:
|
||||
BS2_SetPalette(0, 1, blue, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 1, blue, RDPAL_INSTANT);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
@ -396,17 +396,17 @@ int32 FN_play_credits(int32 *params) {
|
||||
g_sound->muteSpeech(1);
|
||||
g_sound->stopMusic();
|
||||
|
||||
memcpy(oldPal, palCopy, 1024);
|
||||
memcpy(oldPal, g_display->_palCopy, 1024);
|
||||
memset(tmpPal, 0, 1024);
|
||||
|
||||
WaitForFade();
|
||||
FadeDown(0.75);
|
||||
WaitForFade();
|
||||
g_display->waitForFade();
|
||||
g_display->fadeDown();
|
||||
g_display->waitForFade();
|
||||
|
||||
tmpPal[4] = 255;
|
||||
tmpPal[5] = 255;
|
||||
tmpPal[6] = 255;
|
||||
BS2_SetPalette(0, 256, tmpPal, RDPAL_INSTANT);
|
||||
g_display->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
|
||||
|
||||
// Play the credits music. Is it enough with just one
|
||||
// repetition of it?
|
||||
@ -419,17 +419,17 @@ int32 FN_play_credits(int32 *params) {
|
||||
|
||||
debug(0, "Credits music length: ~%d ms", music_length);
|
||||
|
||||
CloseMenuImmediately();
|
||||
g_display->closeMenuImmediately();
|
||||
|
||||
while (g_sound->musicTimeRemaining()) {
|
||||
EraseBackBuffer();
|
||||
SetNeedRedraw();
|
||||
g_display->clearScene();
|
||||
g_display->setNeedFullRedraw();
|
||||
|
||||
// FIXME: Draw the credits text. The actual text
|
||||
// messages are stored in credits.clu, and I'm guessing
|
||||
// that credits.bmp or font.clu may be the font.
|
||||
|
||||
ServiceWindows();
|
||||
g_display->updateDisplay();
|
||||
|
||||
_keyboardEvent ke;
|
||||
|
||||
@ -442,11 +442,11 @@ int32 FN_play_credits(int32 *params) {
|
||||
FN_stop_music(NULL);
|
||||
g_sound->restoreMusicState();
|
||||
|
||||
BS2_SetPalette(0, 256, oldPal, RDPAL_FADE);
|
||||
FadeUp(0.75);
|
||||
ServiceWindows();
|
||||
g_display->setPalette(0, 256, oldPal, RDPAL_FADE);
|
||||
g_display->fadeUp();
|
||||
g_display->updateDisplay();
|
||||
Build_display();
|
||||
WaitForFade();
|
||||
g_display->waitForFade();
|
||||
|
||||
g_sound->muteFx(0);
|
||||
g_sound->muteSpeech(0);
|
||||
@ -457,7 +457,6 @@ int32 FN_play_credits(int32 *params) {
|
||||
|
||||
if (g_sword2->_gameId == GID_SWORD2_DEMO) {
|
||||
Close_game(); // close engine systems down
|
||||
CloseAppWindow();
|
||||
exit(0); // quit the game
|
||||
}
|
||||
|
||||
|
@ -18,6 +18,7 @@
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "bs2/sword2.h"
|
||||
#include "bs2/driver/driver96.h"
|
||||
#include "bs2/defs.h"
|
||||
#include "bs2/icons.h"
|
||||
@ -207,23 +208,22 @@ void Build_menu(void) {
|
||||
if (icon_coloured)
|
||||
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
|
||||
|
||||
SetMenuIcon(RDMENU_BOTTOM, j, icon);
|
||||
g_display->setMenuIcon(RDMENU_BOTTOM, j, icon);
|
||||
res_man.close(res);
|
||||
} else {
|
||||
// no icon here
|
||||
SetMenuIcon(RDMENU_BOTTOM, j, NULL);
|
||||
g_display->setMenuIcon(RDMENU_BOTTOM, j, NULL);
|
||||
debug(5, " NULL for %d", j);
|
||||
}
|
||||
}
|
||||
|
||||
ShowMenu(RDMENU_BOTTOM);
|
||||
g_display->showMenu(RDMENU_BOTTOM);
|
||||
}
|
||||
|
||||
void Build_system_menu(void) {
|
||||
// start a fresh top system menu
|
||||
|
||||
uint8 *icon;
|
||||
int j;
|
||||
|
||||
uint32 icon_list[5] = {
|
||||
OPTIONS_ICON,
|
||||
@ -236,7 +236,7 @@ void Build_system_menu(void) {
|
||||
// build them all high in full colour - when one is clicked on all the
|
||||
// rest will grey out
|
||||
|
||||
for (j = 0; j < ARRAYSIZE(icon_list); j++) {
|
||||
for (int j = 0; j < ARRAYSIZE(icon_list); j++) {
|
||||
icon = res_man.open(icon_list[j]) + sizeof(_standardHeader);
|
||||
|
||||
// The only case when an icon is grayed is when the player
|
||||
@ -245,11 +245,11 @@ void Build_system_menu(void) {
|
||||
if (!DEAD || icon_list[j] != SAVE_ICON)
|
||||
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
|
||||
|
||||
SetMenuIcon(RDMENU_TOP, j, icon);
|
||||
g_display->setMenuIcon(RDMENU_TOP, j, icon);
|
||||
res_man.close(icon_list[j]);
|
||||
}
|
||||
|
||||
ShowMenu(RDMENU_TOP);
|
||||
g_display->showMenu(RDMENU_TOP);
|
||||
}
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
@ -26,6 +26,7 @@
|
||||
// up to 2 foreground parallax layers
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "bs2/sword2.h"
|
||||
#include "bs2/build_display.h"
|
||||
#include "bs2/debug.h"
|
||||
#include "bs2/header.h"
|
||||
@ -67,11 +68,11 @@ int32 FN_init_background(int32 *params) {
|
||||
#endif
|
||||
|
||||
// if the screen is still fading down then wait for black
|
||||
WaitForFade();
|
||||
g_display->waitForFade();
|
||||
|
||||
// if last screen was using a shading mask (see below)
|
||||
if (this_screen.mask_flag) {
|
||||
rv = CloseLightMask();
|
||||
rv = g_display->closeLightMask();
|
||||
if (rv)
|
||||
error("Driver Error %.8x", rv);
|
||||
}
|
||||
@ -80,7 +81,7 @@ int32 FN_init_background(int32 *params) {
|
||||
|
||||
// for drivers: close the previous screen if one is open
|
||||
if (this_screen.background_layer_id)
|
||||
CloseBackgroundLayer();
|
||||
g_display->closeBackgroundLayer();
|
||||
|
||||
this_screen.background_layer_id = params[0]; // set the res id
|
||||
this_screen.new_palette = params[1]; // yes or no - palette is taken from layer file
|
||||
@ -102,7 +103,7 @@ int32 FN_init_background(int32 *params) {
|
||||
debug(5, "res test layers=%d width=%d depth=%d", screen_head->noLayers, screen_head->width, screen_head->height);
|
||||
|
||||
//initialise the driver back buffer
|
||||
SetLocationMetrics(screen_head->width, screen_head->height);
|
||||
g_display->setLocationMetrics(screen_head->width, screen_head->height);
|
||||
|
||||
if (screen_head->noLayers) {
|
||||
for (int i = 0; i < screen_head->noLayers; i++) {
|
||||
@ -124,7 +125,7 @@ int32 FN_init_background(int32 *params) {
|
||||
// using the screen size setup the scrolling variables
|
||||
|
||||
// if layer is larger than physical screen
|
||||
if (screen_head->width > screenWide || screen_head->height > screenDeep) {
|
||||
if (screen_head->width > g_display->_screenWide || screen_head->height > g_display->_screenDeep) {
|
||||
// switch on scrolling (2 means first time on screen)
|
||||
this_screen.scroll_flag = 2;
|
||||
|
||||
@ -139,9 +140,9 @@ int32 FN_init_background(int32 *params) {
|
||||
// calc max allowed offsets (to prevent scrolling off edge) -
|
||||
// MOVE TO NEW_SCREEN in GTM_CORE.C !!
|
||||
// NB. min scroll offsets are both zero
|
||||
this_screen.max_scroll_offset_x = screen_head->width-screenWide;
|
||||
this_screen.max_scroll_offset_x = screen_head->width - g_display->_screenWide;
|
||||
// 'screenDeep' includes the menu's, so take away 80 pixels
|
||||
this_screen.max_scroll_offset_y = screen_head->height - (screenDeep - (RDMENU_MENUDEEP * 2));
|
||||
this_screen.max_scroll_offset_y = screen_head->height - (g_display->_screenDeep - (RDMENU_MENUDEEP * 2));
|
||||
} else {
|
||||
// layer fits on physical screen - scrolling not required
|
||||
this_screen.scroll_flag = 0; // switch off scrolling
|
||||
@ -151,7 +152,7 @@ int32 FN_init_background(int32 *params) {
|
||||
|
||||
// no inter-cycle scroll between new screens (see setScrollTarget in
|
||||
// build display)
|
||||
ResetRenderEngine();
|
||||
g_display->resetRenderEngine();
|
||||
|
||||
// these are the physical screen coords where the system
|
||||
// will try to maintain George's actual feet coords
|
||||
@ -175,7 +176,7 @@ int32 FN_init_background(int32 *params) {
|
||||
spriteInfo.data = FetchShadingMask(file);
|
||||
spriteInfo.colourTable = 0;
|
||||
|
||||
rv = OpenLightMask(&spriteInfo);
|
||||
rv = g_display->openLightMask(&spriteInfo);
|
||||
if (rv)
|
||||
error("Driver Error %.8x", rv);
|
||||
|
||||
@ -219,22 +220,22 @@ void SetUpBackgroundLayers(void) {
|
||||
|
||||
for (i = 0; i < 2; i++) {
|
||||
if (screenLayerTable->bg_parallax[i])
|
||||
InitialiseBackgroundLayer(FetchBackgroundParallaxLayer(file, i));
|
||||
g_display->initialiseBackgroundLayer(FetchBackgroundParallaxLayer(file, i));
|
||||
else
|
||||
InitialiseBackgroundLayer(NULL);
|
||||
g_display->initialiseBackgroundLayer(NULL);
|
||||
}
|
||||
|
||||
// Normal backround layer
|
||||
|
||||
InitialiseBackgroundLayer(FetchBackgroundLayer(file));
|
||||
g_display->initialiseBackgroundLayer(FetchBackgroundLayer(file));
|
||||
|
||||
// Foreground parallax layers
|
||||
|
||||
for (i = 0; i < 2; i++) {
|
||||
if (screenLayerTable->fg_parallax[i])
|
||||
InitialiseBackgroundLayer(FetchForegroundParallaxLayer(file, i));
|
||||
g_display->initialiseBackgroundLayer(FetchForegroundParallaxLayer(file, i));
|
||||
else
|
||||
InitialiseBackgroundLayer(NULL);
|
||||
g_display->initialiseBackgroundLayer(NULL);
|
||||
}
|
||||
|
||||
// close the screen file
|
||||
|
@ -18,6 +18,7 @@
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "bs2/sword2.h"
|
||||
#include "bs2/build_display.h"
|
||||
#include "bs2/console.h"
|
||||
#include "bs2/debug.h"
|
||||
@ -347,8 +348,8 @@ uint32 logic::examineRunList(void) {
|
||||
Build_display();
|
||||
|
||||
do {
|
||||
ServiceWindows();
|
||||
} while(!KeyWaiting());
|
||||
g_display->updateDisplay();
|
||||
} while (!KeyWaiting());
|
||||
|
||||
// kill the key we just pressed
|
||||
ReadKey(&ke);
|
||||
|
@ -525,7 +525,7 @@ void FontRenderer::printTextBlocs(void) {
|
||||
spriteInfo.data = _blocList[j].text_mem->ad + sizeof(_frameHeader);
|
||||
spriteInfo.colourTable = 0;
|
||||
|
||||
rv = DrawSprite(&spriteInfo);
|
||||
rv = g_display->drawSprite(&spriteInfo);
|
||||
if (rv)
|
||||
error("Driver Error %.8x in Print_text_blocs", rv);
|
||||
}
|
||||
@ -603,7 +603,7 @@ void Sword2Engine::initialiseFontResourceFlags(void) {
|
||||
// GERMAN: "Baphomet's Fluch II"
|
||||
// default: "Some game or other, part 86"
|
||||
|
||||
SetWindowName((char *) textLine);
|
||||
g_display->setWindowName((char *) textLine);
|
||||
|
||||
// now ok to close the text file
|
||||
res_man.close(TEXT_RES);
|
||||
|
@ -18,6 +18,7 @@
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "bs2/sword2.h"
|
||||
#include "bs2/build_display.h"
|
||||
#include "bs2/console.h"
|
||||
#include "bs2/header.h"
|
||||
@ -102,8 +103,8 @@ void MemoryManager::displayMemory(void) {
|
||||
Build_display();
|
||||
|
||||
do {
|
||||
ServiceWindows();
|
||||
} while(!KeyWaiting());
|
||||
g_display->updateDisplay();
|
||||
} while (!KeyWaiting());
|
||||
|
||||
ReadKey(&ke); //kill the key we just pressed
|
||||
if (ke.keycode == 27) //ESC
|
||||
|
@ -157,7 +157,7 @@ void Mouse_engine(void) {
|
||||
System_menu_mouse();
|
||||
break;
|
||||
case MOUSE_holding:
|
||||
if (mousey < 400) {
|
||||
if (g_display->_mouseY < 400) {
|
||||
mouse_mode = MOUSE_normal;
|
||||
debug(5, " releasing");
|
||||
}
|
||||
@ -182,10 +182,10 @@ void System_menu_mouse(void) {
|
||||
};
|
||||
|
||||
// can't close when player is dead
|
||||
if (mousey > 0 && !DEAD) {
|
||||
if (g_display->_mouseY > 0 && !DEAD) {
|
||||
// close menu
|
||||
mouse_mode = MOUSE_normal;
|
||||
HideMenu(RDMENU_TOP);
|
||||
g_display->hideMenu(RDMENU_TOP);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -194,9 +194,9 @@ void System_menu_mouse(void) {
|
||||
if (me && (me->buttons & RD_LEFTBUTTONDOWN)) {
|
||||
// clicked on a top mouse pointer?
|
||||
|
||||
if (mousex >= 24 && mousex < 640 - 24 && mousey < 0) {
|
||||
if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24 && g_display->_mouseY < 0) {
|
||||
// which are we over?
|
||||
hit = (mousex - 24) / 40;
|
||||
hit = (g_display->_mouseX - 24) / 40;
|
||||
|
||||
// no save when dead
|
||||
if (icon_list[hit] == SAVE_ICON && DEAD)
|
||||
@ -210,7 +210,7 @@ void System_menu_mouse(void) {
|
||||
// change all others to grey
|
||||
if (j != hit) {
|
||||
icon = res_man.open(icon_list[j]) + sizeof(_standardHeader);
|
||||
SetMenuIcon(RDMENU_TOP, j, icon);
|
||||
g_display->setMenuIcon(RDMENU_TOP, j, icon);
|
||||
res_man.close( icon_list[j] );
|
||||
}
|
||||
}
|
||||
@ -235,9 +235,9 @@ void System_menu_mouse(void) {
|
||||
// clear the screen & set up the new palette
|
||||
// for the menus
|
||||
|
||||
EraseBackBuffer();
|
||||
ProcessMenu();
|
||||
ResetRenderEngine();
|
||||
g_display->clearScene();
|
||||
g_display->processMenu();
|
||||
g_display->resetRenderEngine();
|
||||
|
||||
// call the relevent screen
|
||||
switch (hit) {
|
||||
@ -261,7 +261,7 @@ void System_menu_mouse(void) {
|
||||
// Menu stays open on death screen
|
||||
if (!DEAD) {
|
||||
mouse_mode = MOUSE_normal;
|
||||
HideMenu(RDMENU_TOP);
|
||||
g_display->hideMenu(RDMENU_TOP);
|
||||
} else {
|
||||
Set_mouse(NORMAL_MOUSE_ID);
|
||||
Build_system_menu();
|
||||
@ -270,8 +270,8 @@ void System_menu_mouse(void) {
|
||||
// clear the screen & restore the location
|
||||
// palette
|
||||
|
||||
EraseBackBuffer();
|
||||
ProcessMenu();
|
||||
g_display->clearScene();
|
||||
g_display->processMenu();
|
||||
|
||||
// reset game palette, but not after a
|
||||
// successful restore or restart!
|
||||
@ -319,10 +319,10 @@ void Drag_mouse(void) {
|
||||
_mouseEvent *me;
|
||||
uint32 pos;
|
||||
|
||||
if (mousey < 400 && !menu_status) {
|
||||
if (g_display->_mouseY < 400 && !menu_status) {
|
||||
// close menu
|
||||
mouse_mode = MOUSE_normal;
|
||||
HideMenu(RDMENU_BOTTOM);
|
||||
g_display->hideMenu(RDMENU_BOTTOM);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -358,8 +358,8 @@ void Drag_mouse(void) {
|
||||
// these might be required by the action script about
|
||||
// to be run
|
||||
|
||||
MOUSE_X = (uint32) mousex + this_screen.scroll_offset_x;
|
||||
MOUSE_Y = (uint32) mousey + this_screen.scroll_offset_y;
|
||||
MOUSE_X = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
|
||||
MOUSE_Y = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
|
||||
|
||||
// for scripts to know what's been clicked (21jan97).
|
||||
// First used for 'room_13_turning_script' in object
|
||||
@ -373,14 +373,14 @@ void Drag_mouse(void) {
|
||||
|
||||
// Hide menu - back to normal menu mode
|
||||
|
||||
HideMenu(RDMENU_BOTTOM);
|
||||
g_display->hideMenu(RDMENU_BOTTOM);
|
||||
mouse_mode = MOUSE_normal;
|
||||
} else {
|
||||
// better check for combine/cancel
|
||||
// cancel puts us back in Menu_mouse mode
|
||||
if (mousex >= 24 && mousex < 640 - 24) {
|
||||
if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
|
||||
// which are we over?
|
||||
pos = (mousex - 24) / 40;
|
||||
pos = (g_display->_mouseX - 24) / 40;
|
||||
|
||||
//clicked on something - what button?
|
||||
if (master_menu_list[pos].icon_resource) {
|
||||
@ -432,10 +432,10 @@ void Menu_mouse(void) {
|
||||
_mouseEvent *me;
|
||||
uint32 pos;
|
||||
|
||||
if (mousey < 400 && !menu_status) {
|
||||
if (g_display->_mouseY < 400 && !menu_status) {
|
||||
// close menu
|
||||
mouse_mode = MOUSE_normal;
|
||||
HideMenu(RDMENU_BOTTOM);
|
||||
g_display->hideMenu(RDMENU_BOTTOM);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -448,9 +448,9 @@ void Menu_mouse(void) {
|
||||
// there's a mouse event to be processed
|
||||
// now check if we've clicked on an actual icon
|
||||
|
||||
if (mousex >= 24 && mousex < 640 - 24) {
|
||||
if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
|
||||
// which are we over?
|
||||
pos = (mousex - 24) / 40;
|
||||
pos = (g_display->_mouseX - 24) / 40;
|
||||
|
||||
// clicked on something - what button?
|
||||
if (master_menu_list[pos].icon_resource) {
|
||||
@ -518,7 +518,7 @@ void Normal_mouse(void) {
|
||||
_mouseEvent *me;
|
||||
|
||||
// no save in big-object menu lock situation
|
||||
if (mousey < 0 && !menu_status && !mouse_mode_locked && !OBJECT_HELD) {
|
||||
if (g_display->_mouseY < 0 && !menu_status && !mouse_mode_locked && !OBJECT_HELD) {
|
||||
mouse_mode = MOUSE_system_menu;
|
||||
|
||||
if (mouse_touching) {
|
||||
@ -533,7 +533,7 @@ void Normal_mouse(void) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mousey > 399 && !menu_status && !mouse_mode_locked) {
|
||||
if (g_display->_mouseY > 399 && !menu_status && !mouse_mode_locked) {
|
||||
// If an object is being held, i.e. if the mouse cursor has a
|
||||
// luggage, we should be use dragging mode instead of inventory
|
||||
// menu mode.
|
||||
@ -578,8 +578,8 @@ void Normal_mouse(void) {
|
||||
|
||||
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
|
||||
// set both (x1,y1) and (x2,y2) to this point
|
||||
rect_x1 = rect_x2 = (uint32) mousex + this_screen.scroll_offset_x;
|
||||
rect_y1 = rect_y2 = (uint32) mousey + this_screen.scroll_offset_y;
|
||||
rect_x1 = rect_x2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
|
||||
rect_y1 = rect_y2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
|
||||
draggingRectangle = 1;
|
||||
}
|
||||
} else if (draggingRectangle == 1) {
|
||||
@ -591,8 +591,8 @@ void Normal_mouse(void) {
|
||||
draggingRectangle = 2;
|
||||
} else {
|
||||
// drag rectangle
|
||||
rect_x2 = (uint32) mousex + this_screen.scroll_offset_x;
|
||||
rect_y2 = (uint32) mousey + this_screen.scroll_offset_y;
|
||||
rect_x2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
|
||||
rect_y2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
|
||||
}
|
||||
} else {
|
||||
// currently locked to avoid knocking out of place
|
||||
@ -642,8 +642,8 @@ void Normal_mouse(void) {
|
||||
}
|
||||
|
||||
// these might be required by the action script about to be run
|
||||
MOUSE_X = (uint32) mousex + this_screen.scroll_offset_x;
|
||||
MOUSE_Y = (uint32) mousey + this_screen.scroll_offset_y;
|
||||
MOUSE_X = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
|
||||
MOUSE_Y = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
|
||||
|
||||
// only left button
|
||||
if (mouse_touching == EXIT_CLICK_ID && (me->buttons & RD_LEFTBUTTONDOWN)) {
|
||||
@ -701,7 +701,7 @@ void Mouse_on_off(void) {
|
||||
// don't detect objects that are hidden behind the menu bars (ie. in
|
||||
// the scrolled-off areas of the screen)
|
||||
|
||||
if (mousey < 0 || mousey > 399) {
|
||||
if (g_display->_mouseY < 0 || g_display->_mouseY > 399) {
|
||||
pointer_type = 0;
|
||||
mouse_touching = 0;
|
||||
} else {
|
||||
@ -799,14 +799,14 @@ void Set_mouse(uint32 res) {
|
||||
// loop
|
||||
|
||||
if (res == NORMAL_MOUSE_ID)
|
||||
SetMouseAnim(icon, len, RDMOUSE_NOFLASH);
|
||||
g_display->setMouseAnim(icon, len, RDMOUSE_NOFLASH);
|
||||
else
|
||||
SetMouseAnim(icon, len, RDMOUSE_FLASH);
|
||||
g_display->setMouseAnim(icon, len, RDMOUSE_FLASH);
|
||||
|
||||
res_man.close(res);
|
||||
} else {
|
||||
// blank cursor
|
||||
SetMouseAnim(NULL, 0, 0);
|
||||
g_display->setMouseAnim(NULL, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@ -820,11 +820,11 @@ void Set_luggage(uint32 res) {
|
||||
icon = res_man.open(res) + sizeof(_standardHeader);
|
||||
len = res_man._resList[res]->size - sizeof(_standardHeader);
|
||||
|
||||
SetLuggageAnim(icon, len);
|
||||
g_display->setLuggageAnim(icon, len);
|
||||
|
||||
res_man.close(res);
|
||||
} else
|
||||
SetLuggageAnim(NULL, 0);
|
||||
g_display->setLuggageAnim(NULL, 0);
|
||||
}
|
||||
|
||||
uint32 Check_mouse_list(void) {
|
||||
@ -838,10 +838,10 @@ uint32 Check_mouse_list(void) {
|
||||
// mouse-detection-box
|
||||
|
||||
if (mouse_list[j].priority == priority &&
|
||||
mousex + this_screen.scroll_offset_x >= mouse_list[j].x1 &&
|
||||
mousex + this_screen.scroll_offset_x <= mouse_list[j].x2 &&
|
||||
mousey + this_screen.scroll_offset_y >= mouse_list[j].y1 &&
|
||||
mousey + this_screen.scroll_offset_y <= mouse_list[j].y2) {
|
||||
g_display->_mouseX + this_screen.scroll_offset_x >= mouse_list[j].x1 &&
|
||||
g_display->_mouseX + this_screen.scroll_offset_x <= mouse_list[j].x2 &&
|
||||
g_display->_mouseY + this_screen.scroll_offset_y >= mouse_list[j].y1 &&
|
||||
g_display->_mouseY + this_screen.scroll_offset_y <= mouse_list[j].y2) {
|
||||
// record id
|
||||
mouse_touching = mouse_list[j].id;
|
||||
|
||||
@ -1017,7 +1017,8 @@ void CreatePointerText(uint32 textId, uint32 pointerRes) {
|
||||
// line reference number
|
||||
|
||||
pointer_text_bloc_no = fontRenderer.buildNewBloc(
|
||||
text + 2, mousex + xOffset, mousey + yOffset,
|
||||
text + 2, g_display->_mouseX + xOffset,
|
||||
g_display->_mouseY + yOffset,
|
||||
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
|
||||
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
|
||||
g_sword2->_speechFontId, justification);
|
||||
@ -1054,12 +1055,12 @@ int32 FN_no_human(int32 *params) {
|
||||
|
||||
// dont hide menu in conversations
|
||||
if (TALK_FLAG == 0)
|
||||
HideMenu(RDMENU_BOTTOM);
|
||||
g_display->hideMenu(RDMENU_BOTTOM);
|
||||
|
||||
if (mouse_mode == MOUSE_system_menu) {
|
||||
// close menu
|
||||
mouse_mode = MOUSE_normal;
|
||||
HideMenu(RDMENU_TOP);
|
||||
g_display->hideMenu(RDMENU_TOP);
|
||||
}
|
||||
|
||||
// script continue
|
||||
@ -1117,7 +1118,7 @@ int32 FN_add_human(int32 *params) {
|
||||
}
|
||||
|
||||
// if mouse is over menu area
|
||||
if (mousey > 399) {
|
||||
if (g_display->_mouseY > 399) {
|
||||
if (mouse_mode != MOUSE_holding) {
|
||||
// VITAL - reset things & rebuild the menu
|
||||
mouse_mode = MOUSE_normal;
|
||||
@ -1292,7 +1293,7 @@ int32 FN_set_scroll_right_mouse(int32 *params) {
|
||||
|
||||
// Highest priority
|
||||
|
||||
ob_mouse->x1 = this_screen.scroll_offset_x + screenWide - SCROLL_MOUSE_WIDTH;
|
||||
ob_mouse->x1 = this_screen.scroll_offset_x + g_display->_screenWide - SCROLL_MOUSE_WIDTH;
|
||||
ob_mouse->y1 = 0;
|
||||
ob_mouse->x2 = this_screen.screen_wide - 1;
|
||||
ob_mouse->y2 = this_screen.screen_deep - 1;
|
||||
@ -1327,7 +1328,7 @@ int32 FN_set_object_held(int32 *params) {
|
||||
// appropriate to keep it displayed
|
||||
|
||||
int32 FN_remove_chooser(int32 *params) {
|
||||
HideMenu(RDMENU_BOTTOM);
|
||||
g_display->hideMenu(RDMENU_BOTTOM);
|
||||
return IR_CONT;
|
||||
}
|
||||
|
||||
@ -1336,8 +1337,8 @@ int32 FN_disable_menu(int32 *params) {
|
||||
mouse_mode_locked = 1;
|
||||
mouse_mode = MOUSE_normal;
|
||||
|
||||
HideMenu(RDMENU_TOP);
|
||||
HideMenu(RDMENU_BOTTOM);
|
||||
g_display->hideMenu(RDMENU_TOP);
|
||||
g_display->hideMenu(RDMENU_BOTTOM);
|
||||
|
||||
return IR_CONT;
|
||||
}
|
||||
|
@ -18,6 +18,7 @@
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "bs2/sword2.h"
|
||||
#include "bs2/driver/driver96.h"
|
||||
#include "bs2/build_display.h"
|
||||
#include "bs2/console.h"
|
||||
@ -32,7 +33,6 @@
|
||||
#include "bs2/protocol.h"
|
||||
#include "bs2/resman.h"
|
||||
#include "bs2/sound.h" // for Clear_fx_queue() called from cacheNewCluster()
|
||||
#include "bs2/sword2.h" // for CloseGame()
|
||||
#include "bs2/router.h"
|
||||
|
||||
namespace Sword2 {
|
||||
@ -961,8 +961,8 @@ void ResourceManager::killAll(uint8 wantInfo) {
|
||||
Build_display();
|
||||
|
||||
do {
|
||||
ServiceWindows();
|
||||
} while(!KeyWaiting());
|
||||
g_display->updateDisplay();
|
||||
} while (!KeyWaiting());
|
||||
|
||||
ReadKey(&ke);
|
||||
if (ke.keycode == 27)
|
||||
@ -1033,8 +1033,8 @@ void ResourceManager::killAllObjects(uint8 wantInfo) {
|
||||
Build_display();
|
||||
|
||||
do {
|
||||
ServiceWindows();
|
||||
} while(!KeyWaiting());
|
||||
g_display->updateDisplay();
|
||||
} while (!KeyWaiting());
|
||||
|
||||
|
||||
ReadKey(&ke); //kill the key we just pressed
|
||||
@ -1106,28 +1106,28 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
|
||||
char buf[1024];
|
||||
sprintf(buf, "%sClusters\\%s", _cdPath, _resourceFiles[newCluster]);
|
||||
|
||||
WaitForFade();
|
||||
g_display->waitForFade();
|
||||
|
||||
if (GetFadeStatus() != RDFADE_BLACK) {
|
||||
FadeDown((float) 0.75);
|
||||
WaitForFade();
|
||||
if (g_display->getFadeStatus() != RDFADE_BLACK) {
|
||||
g_display->fadeDown();
|
||||
g_display->waitForFade();
|
||||
}
|
||||
|
||||
EraseBackBuffer();
|
||||
g_display->clearScene();
|
||||
|
||||
Set_mouse(0);
|
||||
Set_luggage(0); //tw28Aug
|
||||
Set_luggage(0);
|
||||
|
||||
uint8 *bgfile;
|
||||
bgfile = res_man.open(2950); // open the screen resource
|
||||
InitialiseBackgroundLayer(NULL);
|
||||
InitialiseBackgroundLayer(NULL);
|
||||
InitialiseBackgroundLayer(FetchBackgroundLayer(bgfile));
|
||||
InitialiseBackgroundLayer(NULL);
|
||||
InitialiseBackgroundLayer(NULL);
|
||||
BS2_SetPalette(0, 256, FetchPalette(bgfile), RDPAL_FADE);
|
||||
g_display->initialiseBackgroundLayer(NULL);
|
||||
g_display->initialiseBackgroundLayer(NULL);
|
||||
g_display->initialiseBackgroundLayer(FetchBackgroundLayer(bgfile));
|
||||
g_display->initialiseBackgroundLayer(NULL);
|
||||
g_display->initialiseBackgroundLayer(NULL);
|
||||
g_display->setPalette(0, 256, FetchPalette(bgfile), RDPAL_FADE);
|
||||
|
||||
RenderParallax(FetchBackgroundLayer(bgfile), 2);
|
||||
g_display->renderParallax(FetchBackgroundLayer(bgfile), 2);
|
||||
res_man.close(2950); // release the screen resource
|
||||
|
||||
// Git rid of read-only status, if it is set.
|
||||
@ -1153,8 +1153,8 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
|
||||
|
||||
frame = (_frameHeader*) text_spr->ad;
|
||||
|
||||
textSprite.x = screenWide /2 - frame->width / 2;
|
||||
textSprite.y = screenDeep /2 - frame->height / 2 - RDMENU_MENUDEEP;
|
||||
textSprite.x = g_display->_screenWide /2 - frame->width / 2;
|
||||
textSprite.y = g_display->_screenDeep /2 - frame->height / 2 - RDMENU_MENUDEEP;
|
||||
textSprite.w = frame->width;
|
||||
textSprite.h = frame->height;
|
||||
textSprite.scale = 0;
|
||||
@ -1194,18 +1194,17 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
|
||||
int16 textX = textSprite.x;
|
||||
int16 textY = textSprite.y;
|
||||
|
||||
DrawSprite(&barSprite);
|
||||
g_display->drawSprite(&barSprite);
|
||||
barSprite.x = barX;
|
||||
barSprite.y = barY;
|
||||
|
||||
textSprite.data = text_spr->ad + sizeof(_frameHeader);
|
||||
DrawSprite(&textSprite);
|
||||
g_display->drawSprite(&textSprite);
|
||||
textSprite.x = textX;
|
||||
textSprite.y = textY;
|
||||
|
||||
FadeUp((float) 0.75);
|
||||
|
||||
WaitForFade();
|
||||
g_display->fadeUp();
|
||||
g_display->waitForFade();
|
||||
|
||||
uint32 size = inFile.size();
|
||||
|
||||
@ -1227,19 +1226,19 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
|
||||
step = 0;
|
||||
// open the screen resource
|
||||
bgfile = res_man.open(2950);
|
||||
RenderParallax(FetchBackgroundLayer(bgfile), 2);
|
||||
g_display->renderParallax(FetchBackgroundLayer(bgfile), 2);
|
||||
// release the screen resource
|
||||
res_man.close(2950);
|
||||
loadingBar = res_man.open(2951);
|
||||
frame = FetchFrameHeader(loadingBar, fr);
|
||||
barSprite.data = (uint8 *) (frame + 1);
|
||||
res_man.close(2951);
|
||||
DrawSprite(&barSprite);
|
||||
g_display->drawSprite(&barSprite);
|
||||
barSprite.x = barX;
|
||||
barSprite.y = barY;
|
||||
|
||||
textSprite.data = text_spr->ad + sizeof(_frameHeader);
|
||||
DrawSprite(&textSprite);
|
||||
g_display->drawSprite(&textSprite);
|
||||
textSprite.x = textX;
|
||||
textSprite.y = textY;
|
||||
|
||||
@ -1247,7 +1246,7 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
|
||||
} else
|
||||
step++;
|
||||
|
||||
ServiceWindows();
|
||||
g_display->updateDisplay();
|
||||
} while ((read % BUFFERSIZE) == 0);
|
||||
|
||||
if (read != size) {
|
||||
@ -1258,11 +1257,11 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
|
||||
outFile.close();
|
||||
memory.freeMemory(text_spr);
|
||||
|
||||
EraseBackBuffer();
|
||||
g_display->clearScene();
|
||||
|
||||
FadeDown((float) 0.75);
|
||||
WaitForFade();
|
||||
FadeUp((float) 0.75);
|
||||
g_display->fadeDown();
|
||||
g_display->waitForFade();
|
||||
g_display->fadeUp();
|
||||
|
||||
// Git rid of read-only status.
|
||||
SVM_SetFileAttributes(_resourceFiles[newCluster], FILE_ATTRIBUTE_NORMAL);
|
||||
@ -1379,8 +1378,8 @@ void ResourceManager::getCd(int cd) {
|
||||
|
||||
frame = (_frameHeader*) text_spr->ad;
|
||||
|
||||
spriteInfo.x = screenWide / 2 - frame->width / 2;
|
||||
spriteInfo.y = screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
|
||||
spriteInfo.x = g_display->_screenWide / 2 - frame->width / 2;
|
||||
spriteInfo.y = g_display->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
|
||||
spriteInfo.w = frame->width;
|
||||
spriteInfo.h = frame->height;
|
||||
spriteInfo.scale = 0;
|
||||
@ -1418,10 +1417,10 @@ void ResourceManager::getCd(int cd) {
|
||||
}
|
||||
}
|
||||
|
||||
ServiceWindows();
|
||||
g_display->updateDisplay();
|
||||
|
||||
EraseBackBuffer();
|
||||
DrawSprite(&spriteInfo); // Keep the message there even when the user task swaps.
|
||||
g_display->clearScene();
|
||||
g_display->drawSprite(&spriteInfo); // Keep the message there even when the user task swaps.
|
||||
spriteInfo.y = oldY; // Drivers change the y co-ordinate, don't know why...
|
||||
spriteInfo.x = oldX;
|
||||
} while (!done);
|
||||
|
@ -220,17 +220,17 @@ int32 FN_choose(int32 *params) {
|
||||
if (j < IN_SUBJECT) {
|
||||
debug(5, " ICON res %d for %d", subject_list[j].res, j);
|
||||
icon = res_man.open(subject_list[j].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
|
||||
SetMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
|
||||
g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
|
||||
res_man.close(subject_list[j].res);
|
||||
} else {
|
||||
//no icon here
|
||||
debug(5, " NULL for %d", j);
|
||||
SetMenuIcon(RDMENU_BOTTOM, (uint8) j, NULL);
|
||||
g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
// start menus appearing
|
||||
ShowMenu(RDMENU_BOTTOM);
|
||||
g_display->showMenu(RDMENU_BOTTOM);
|
||||
|
||||
// lets have the mouse pointer back
|
||||
Set_mouse(NORMAL_MOUSE_ID);
|
||||
@ -253,9 +253,9 @@ int32 FN_choose(int32 *params) {
|
||||
// if so then end the choose, highlight only the
|
||||
// chosen, blank the mouse and return the ref code * 8
|
||||
|
||||
if (mousey > 399 && mousex >= 24 && mousex < 640 - 24) {
|
||||
if (g_display->_mouseY > 399 && g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
|
||||
//which are we over?
|
||||
hit = (mousex - 24) / 40;
|
||||
hit = (g_display->_mouseX - 24) / 40;
|
||||
|
||||
//clicked on something - what button?
|
||||
if (hit < IN_SUBJECT) {
|
||||
@ -268,7 +268,7 @@ int32 FN_choose(int32 *params) {
|
||||
// change all others to grey
|
||||
if (j != hit) {
|
||||
icon = res_man.open( subject_list[j].res ) + sizeof(_standardHeader);
|
||||
SetMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
|
||||
g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
|
||||
res_man.close(subject_list[j].res);
|
||||
}
|
||||
}
|
||||
@ -338,9 +338,9 @@ int32 FN_end_conversation(int32 *params) {
|
||||
|
||||
debug(5, "FN_end_conversation");
|
||||
|
||||
HideMenu(RDMENU_BOTTOM);
|
||||
g_display->hideMenu(RDMENU_BOTTOM);
|
||||
|
||||
if (mousey > 399) {
|
||||
if (g_display->_mouseY > 399) {
|
||||
// will wait for cursor to move off the bottom menu
|
||||
mouse_mode = MOUSE_holding;
|
||||
debug(5, " holding");
|
||||
@ -1302,7 +1302,7 @@ int32 FN_i_speak(int32 *params) {
|
||||
#ifdef _SWORD2_DEBUG
|
||||
// so that we can go to the options panel while text & speech is
|
||||
// being tested
|
||||
if (SYSTEM_TESTING_TEXT == 0 || mousey > 0) {
|
||||
if (SYSTEM_TESTING_TEXT == 0 || g_display->_mouseY > 0) {
|
||||
#endif
|
||||
|
||||
me = MouseEvent();
|
||||
|
@ -196,8 +196,8 @@ uint32 Con_print_start_menu(void) {
|
||||
|
||||
do {
|
||||
// Service windows
|
||||
ServiceWindows();
|
||||
} while(!KeyWaiting());
|
||||
g_display->updateDisplay();
|
||||
} while (!KeyWaiting());
|
||||
|
||||
// kill the key we just pressed
|
||||
ReadKey(&ke);
|
||||
|
@ -96,6 +96,7 @@ uint8 stepOneCycle = 0; // for use while game paused
|
||||
|
||||
Sword2Engine *g_sword2 = NULL;
|
||||
Sound *g_sound = NULL;
|
||||
Display *g_display = NULL;
|
||||
|
||||
Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
|
||||
: Engine(detector, syst) {
|
||||
@ -120,11 +121,13 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
|
||||
_mixer->setMusicVolume(256);
|
||||
|
||||
g_sound = _sound = new Sound(_mixer);
|
||||
g_display = _display = new Display(640, 480);
|
||||
}
|
||||
|
||||
Sword2Engine::~Sword2Engine() {
|
||||
free(_targetName);
|
||||
delete _sound;
|
||||
delete _display;
|
||||
}
|
||||
|
||||
void Sword2Engine::errorString(const char *buf1, char *buf2) {
|
||||
@ -199,7 +202,6 @@ int32 Sword2Engine::InitialiseGame(void) {
|
||||
|
||||
void Close_game() {
|
||||
debug(5, "Close_game() STARTING:");
|
||||
EraseBackBuffer();
|
||||
|
||||
// Stop music instantly!
|
||||
Kill_music();
|
||||
@ -207,6 +209,8 @@ void Close_game() {
|
||||
// free the memory again
|
||||
memory.exit();
|
||||
res_man.exit();
|
||||
|
||||
g_system->quit();
|
||||
}
|
||||
|
||||
int32 GameCycle(void) {
|
||||
@ -250,8 +254,6 @@ int32 GameCycle(void) {
|
||||
}
|
||||
|
||||
void Sword2Engine::go() {
|
||||
uint32 rv;
|
||||
uint8 breakOut = 0;
|
||||
_keyboardEvent ke;
|
||||
|
||||
// Call the application "Revolution" until the resource manager is
|
||||
@ -262,21 +264,12 @@ void Sword2Engine::go() {
|
||||
// manager until a window has been created as any errors are displayed
|
||||
// via a window, thus time becomes a loop.
|
||||
|
||||
debug(5, "CALLING: InitialiseDisplay");
|
||||
rv = InitialiseDisplay(640, 480);
|
||||
|
||||
if (rv != RD_OK) {
|
||||
// ReportDriverError(rv);
|
||||
CloseAppWindow();
|
||||
return;
|
||||
}
|
||||
|
||||
debug(5, "CALLING: readOptionSettings");
|
||||
gui.readOptionSettings();
|
||||
|
||||
debug(5, "CALLING: InitialiseGame");
|
||||
if (InitialiseGame()) {
|
||||
CloseAppWindow();
|
||||
Close_game();
|
||||
return;
|
||||
}
|
||||
|
||||
@ -291,11 +284,11 @@ void Sword2Engine::go() {
|
||||
} else
|
||||
Start_game();
|
||||
|
||||
debug(5, "CALLING: InitialiseRenderCycle");
|
||||
InitialiseRenderCycle();
|
||||
debug(5, "CALLING: initialiseRenderCycle");
|
||||
g_display->initialiseRenderCycle();
|
||||
|
||||
while (1) {
|
||||
ServiceWindows();
|
||||
g_display->updateDisplay();
|
||||
|
||||
#ifdef _SWORD2_DEBUG
|
||||
// FIXME: If we want this, we should re-work it to use the backend's
|
||||
@ -304,10 +297,6 @@ void Sword2Engine::go() {
|
||||
// GrabScreenShot();
|
||||
#endif
|
||||
|
||||
// if we are closing down the game, break out of main game loop
|
||||
if (breakOut)
|
||||
break;
|
||||
|
||||
#ifdef _SWORD2_DEBUG
|
||||
if (console_status) {
|
||||
if (One_console()) {
|
||||
@ -408,7 +397,6 @@ void Sword2Engine::go() {
|
||||
}
|
||||
|
||||
Close_game(); //close engine systems down
|
||||
CloseAppWindow();
|
||||
|
||||
return; //quit the game
|
||||
}
|
||||
@ -465,8 +453,8 @@ void sleepUntil(int32 time) {
|
||||
g_sword2->parseEvents();
|
||||
|
||||
// Make sure menu animations and fades don't suffer
|
||||
ProcessMenu();
|
||||
ServiceWindows();
|
||||
g_display->processMenu();
|
||||
g_display->updateDisplay();
|
||||
|
||||
g_system->delay_msecs(10);
|
||||
}
|
||||
@ -481,8 +469,8 @@ void PauseGame(void) {
|
||||
// now ok to close the text file
|
||||
// res_man.close(3258);
|
||||
|
||||
// don't allow Pause while screen fading or while black (James 03sep97)
|
||||
if (GetFadeStatus() != RDFADE_NONE)
|
||||
// don't allow Pause while screen fading or while black
|
||||
if (g_display->getFadeStatus() != RDFADE_NONE)
|
||||
return;
|
||||
|
||||
PauseAllSound();
|
||||
@ -492,8 +480,8 @@ void PauseGame(void) {
|
||||
|
||||
// mouse_mode=MOUSE_normal;
|
||||
|
||||
//this is the only place allowed to do it this way
|
||||
SetLuggageAnim(NULL, 0);
|
||||
// this is the only place allowed to do it this way
|
||||
g_display->setLuggageAnim(NULL, 0);
|
||||
|
||||
// blank cursor
|
||||
Set_mouse(0);
|
||||
@ -513,7 +501,7 @@ void PauseGame(void) {
|
||||
// dim the palette during the pause (James26jun97)
|
||||
|
||||
if (stepOneCycle == 0)
|
||||
DimPalette();
|
||||
g_display->dimPalette();
|
||||
|
||||
gamePaused = 1;
|
||||
}
|
||||
|
@ -26,6 +26,7 @@
|
||||
#include "common/rect.h"
|
||||
#include "common/str.h"
|
||||
#include "bs2/driver/d_sound.h"
|
||||
#include "bs2/driver/d_draw.h"
|
||||
|
||||
enum BSGameId {
|
||||
GID_SWORD2 = GID_SWORD2_FIRST,
|
||||
@ -77,6 +78,7 @@ public:
|
||||
byte _gameId;
|
||||
char *_targetName; // target name for saves
|
||||
Sound *_sound;
|
||||
Display *_display;
|
||||
Common::RandomSource _rnd;
|
||||
|
||||
uint32 _speechFontId;
|
||||
@ -90,6 +92,7 @@ public:
|
||||
|
||||
extern Sword2Engine *g_sword2;
|
||||
extern Sound *g_sound;
|
||||
extern Display *g_display;
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
||||
|
@ -23,6 +23,7 @@
|
||||
// on them
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "bs2/sword2.h"
|
||||
#include "bs2/console.h"
|
||||
#include "bs2/defs.h"
|
||||
#include "bs2/events.h"
|
||||
@ -137,7 +138,7 @@ int32 FN_walk(int32 *params) {
|
||||
// resource
|
||||
|
||||
ob_graph->anim_resource = ob_mega->megaset_res;
|
||||
} else if (EXIT_FADING && GetFadeStatus() == RDFADE_BLACK) {
|
||||
} else if (EXIT_FADING && g_display->getFadeStatus() == RDFADE_BLACK) {
|
||||
// double clicked an exit so quit the walk when screen is black
|
||||
|
||||
// ok, thats it - back to script and change screen
|
||||
|
Loading…
x
Reference in New Issue
Block a user