scummvm/engines/scumm/gfx.h
athrxx d099ed5047 SCUMM: (FM-TOWNS) - make scrolling more smooth for fast platforms
The engine now measures whether it can perform one screen update within a 60Hz tick. Unfortunately the calls to OSystem::updateScreen() may take very long, depending on the backend and the filter setting. In this case the engine will start to catch up to the current frame. It should still look fine, unless the platform is way too slow for the selected filter setting (with the wrong settings it is not too difficult to achieve OSystem::updateScreen()  durations of over 100ms).
2021-05-28 20:26:28 +02:00

541 lines
18 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SCUMM_GFX_H
#define SCUMM_GFX_H
#include "common/system.h"
#include "common/list.h"
#include "graphics/surface.h"
namespace Scumm {
class ScummEngine;
enum HerculesDimensions {
kHercWidth = 720,
kHercHeight = 350
};
/** Camera modes */
enum {
kNormalCameraMode = 1,
kFollowActorCameraMode = 2,
kPanningCameraMode = 3
};
/** Camera state data */
struct CameraData {
Common::Point _cur;
Common::Point _dest;
Common::Point _accel;
Common::Point _last;
int _leftTrigger, _rightTrigger;
byte _follows, _mode;
bool _movingToActor;
void reset() {
_cur.x = _cur.y = 0;
_dest.x = _dest.y = 0;
_accel.x = _accel.y = 0;
_last.x = _last.y = 0;
_leftTrigger = 0;
_rightTrigger = 0;
_follows = 0;
_mode = 0;
_movingToActor = 0;
}
};
/** Virtual screen identifiers */
enum VirtScreenNumber {
kMainVirtScreen = 0, // The 'stage'
kTextVirtScreen = 1, // In V0-V3 games: the area where text is printed
kVerbVirtScreen = 2, // The verb area
kUnkVirtScreen = 3 // ?? Not sure what this one is good for...
};
/**
* In all Scumm games, one to four virtual screen (or 'windows') together make
* up the content of the actual screen. Thinking of virtual screens as fixed
* size, fixed location windows might help understanding them. Typical, in all
* scumm games there is either one single virtual screen covering the entire
* real screen (mostly in all newer games, e.g. Sam & Max, and all V7+ games).
* The classic setup consists of three virtual screens: one at the top of the
* screen, where all conversation texts are printed; then the main one (which
* I like calling 'the stage', since all the actors are doing their stuff
* there), and finally the lower part of the real screen is taken up by the
* verb area.
* Finally, in V5 games and some V6 games, it's almost the same as in the
* original games, except that there is no separate conversation area.
*
* If you now wonder what the last screen is/was good for: I am not 100% sure,
* but it appears that it was used by the original engine to display stuff
* like the pause message, or questions ("Do you really want to restart?").
* It seems that it is not used at all by ScummVM, so we probably could just
* get rid of it and save a couple kilobytes of RAM.
*
* Each of these virtual screens has a fixed number or id (see also
* \ref VirtScreenNumber).
*/
struct VirtScreen : Graphics::Surface {
/**
* The unique id of this screen (corresponds to its position in the
* ScummEngine:_virtscr array).
*/
VirtScreenNumber number;
/**
* Vertical position of the virtual screen. Tells how much the virtual
* screen is shifted along the y axis relative to the real screen.
*/
uint16 topline;
/**
* Horizontal scroll offset, tells how far the screen is scrolled to the
* right. Only used for the main screen. After all, verbs and the
* conversation text box don't have to scroll.
*/
uint16 xstart;
/**
* Flag indicating whether this screen has a back buffer or not. This is
* yet another feature which is only used by the main screen.
* Strictly spoken one could remove this variable and replace checks
* on it with checks on backBuf. But since some code needs to temporarily
* disable the backBuf (so it can abuse drawBitmap; see drawVerbBitmap()
* and useIm01Cursor()), we keep it (at least for now).
*/
bool hasTwoBuffers;
/**
* Pointer to the screen's back buffer, if it has one (see also
* the hasTwoBuffers member).
* The backBuf is used by drawBitmap to store the background graphics of
* the active room. This eases redrawing: whenever a portion of the screen
* has to be redrawn, first a copy from the backBuf content to screenPtr is
* performed. Then, any objects/actors in that area are redrawn atop that.
*/
byte *backBuf;
/**
* Array containing for each visible strip of this virtual screen the
* coordinate at which the dirty region of that strip starts.
* 't' stands for 'top' - the top coordinate of the dirty region.
* This together with bdirty is used to do efficient redrawing of
* the screen.
*/
uint16 tdirty[80 + 1];
/**
* Array containing for each visible strip of this virtual screen the
* coordinate at which the dirty region of that strip end.
* 'b' stands for 'bottom' - the bottom coordinate of the dirty region.
* This together with tdirty is used to do efficient redrawing of
* the screen.
*/
uint16 bdirty[80 + 1];
void clear() {
// FIXME: Call Graphics::Surface clear / constructor?
number = kMainVirtScreen;
topline = 0;
xstart = 0;
hasTwoBuffers = false;
backBuf = nullptr;
for (uint i = 0; i < ARRAYSIZE(tdirty); i++) tdirty[i] = 0;
for (uint i = 0; i < ARRAYSIZE(bdirty); i++) bdirty[i] = 0;
}
/**
* Convenience method to set the whole tdirty and bdirty arrays to one
* specific value each. This is mostly used to mark every as dirty in
* a single step, like so:
* vs->setDirtyRange(0, vs->height);
* or to mark everything as clean, like so:
* vs->setDirtyRange(0, 0);
*/
void setDirtyRange(int top, int bottom) {
for (int i = 0; i < 80 + 1; i++) {
tdirty[i] = top;
bdirty[i] = bottom;
}
}
byte *getPixels(int x, int y) const {
return (byte *)pixels + y * pitch + (xstart + x) * format.bytesPerPixel;
}
byte *getBackPixels(int x, int y) const {
return (byte *)backBuf + y * pitch + (xstart + x) * format.bytesPerPixel;
}
};
/** Palette cycles */
struct ColorCycle {
uint16 delay;
uint16 counter;
uint16 flags;
byte start;
byte end;
};
struct StripTable;
#define CHARSET_MASK_TRANSPARENCY 0xFD
#define CHARSET_MASK_TRANSPARENCY_32 0xFDFDFDFD
class Gdi {
protected:
ScummEngine *_vm;
byte _paletteMod;
byte *_roomPalette;
byte _transparentColor;
byte _decomp_shr, _decomp_mask;
uint32 _vertStripNextInc;
bool _zbufferDisabled;
/** Flag which is true when an object is being rendered, false otherwise. */
bool _objectMode;
public:
/** Flag which is true when loading objects or titles for distaff, in PCEngine version of Loom. */
bool _distaff;
int _numZBuffer;
int _imgBufOffs[8];
int32 _numStrips;
protected:
/* Bitmap decompressors */
bool decompressBitmap(byte *dst, int dstPitch, const byte *src, int numLinesToProcess);
void drawStripEGA(byte *dst, int dstPitch, const byte *src, int height) const;
void drawStripComplex(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripBasicH(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripBasicV(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripRaw(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void unkDecode8(byte *dst, int dstPitch, const byte *src, int height) const;
void unkDecode9(byte *dst, int dstPitch, const byte *src, int height) const;
void unkDecode10(byte *dst, int dstPitch, const byte *src, int height) const;
void unkDecode11(byte *dst, int dstPitch, const byte *src, int height) const;
void drawStrip3DO(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripHE(byte *dst, int dstPitch, const byte *src, int width, int height, const bool transpCheck) const;
virtual void writeRoomColor(byte *dst, byte color) const;
/* Mask decompressors */
void decompressMaskImgOr(byte *dst, const byte *src, int height) const;
void decompressMaskImg(byte *dst, const byte *src, int height) const;
/* Misc */
int getZPlanes(const byte *smap_ptr, const byte *zplane_list[9], bool bmapImage) const;
virtual bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr);
virtual void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag);
virtual void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip);
public:
Gdi(ScummEngine *vm);
virtual ~Gdi();
virtual void init();
virtual void roomChanged(byte *roomptr);
virtual void loadTiles(byte *roomptr);
void setTransparentColor(byte transparentColor) { _transparentColor = transparentColor; }
void drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
int stripnr, int numstrip, byte flag);
#ifdef ENABLE_HE
void drawBMAPBg(const byte *ptr, VirtScreen *vs);
void drawBMAPObject(const byte *ptr, VirtScreen *vs, int obj, int x, int y, int w, int h);
#endif
byte *getMaskBuffer(int x, int y, int z);
void disableZBuffer() { _zbufferDisabled = true; }
void enableZBuffer() { _zbufferDisabled = false; }
void resetBackground(int top, int bottom, int strip);
enum DrawBitmapFlags {
dbAllowMaskOr = 1 << 0,
dbDrawMaskOnAll = 1 << 1,
dbObjectMode = 2 << 2
};
};
class GdiHE : public Gdi {
protected:
const byte *_tmskPtr;
protected:
void decompressTMSK(byte *dst, const byte *tmsk, const byte *src, int height) const;
void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag) override;
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip) override;
public:
GdiHE(ScummEngine *vm);
};
class GdiNES : public Gdi {
protected:
struct {
byte nametable[16][64], nametableObj[16][64];
byte attributes[64], attributesObj[64];
byte masktable[16][8], masktableObj[16][8];
int objX;
bool hasmask;
} _NES;
protected:
void decodeNESGfx(const byte *room);
void decodeNESObject(const byte *ptr, int xpos, int ypos, int width, int height);
void drawStripNES(byte *dst, byte *mask, int dstPitch, int stripnr, int top, int height);
void drawStripNESMask(byte *dst, int stripnr, int top, int height) const;
bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr) override;
void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag) override;
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip) override;
public:
GdiNES(ScummEngine *vm);
void roomChanged(byte *roomptr) override;
};
#ifdef USE_RGB_COLOR
class GdiPCEngine : public Gdi {
protected:
struct {
uint16 nametable[4096], nametableObj[512];
byte colortable[4096], colortableObj[512];
uint16 masktable[4096], masktableObj[512];
int maskIDSize;
int numTiles;
int numMasks;
byte *roomTiles, *staffTiles;
byte *masks;
} _PCE;
protected:
void decodePCEngineGfx(const byte *room);
void decodeStrip(const byte *ptr, uint16 *tiles, byte *colors, uint16 *masks, int numRows, bool isObject);
void setTileData(byte *tile, int index, byte byte0, byte byte1);
void decodePCEngineTileData(const byte *ptr);
void decodePCEngineMaskData(const byte *ptr);
void decodePCEngineObject(const byte *ptr, int xpos, int ypos, int width, int height);
void drawStripPCEngine(byte *dst, byte *mask, int dstPitch, int stripnr, int top, int height);
void drawStripPCEngineMask(byte *dst, int stripnr, int top, int height) const;
bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr) override;
void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag) override;
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip) override;
public:
GdiPCEngine(ScummEngine *vm);
~GdiPCEngine() override;
void loadTiles(byte *roomptr) override;
void roomChanged(byte *roomptr) override;
};
#endif
class GdiV1 : public Gdi {
protected:
/** Render settings which are specific to the v0/v1 graphic decoders. */
struct {
byte colors[4];
byte charMap[2048], objectMap[2048], picMap[4096], colorMap[4096];
byte maskMap[4096], maskChar[4096];
} _V1;
protected:
void decodeV1Gfx(const byte *src, byte *dst, int size) const;
void drawStripV1Object(byte *dst, int dstPitch, int stripnr, int width, int height);
void drawStripV1Background(byte *dst, int dstPitch, int stripnr, int height);
void drawStripV1Mask(byte *dst, int stripnr, int width, int height) const;
bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr) override;
void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag) override;
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip) override;
public:
GdiV1(ScummEngine *vm);
void roomChanged(byte *roomptr) override;
};
class GdiV2 : public Gdi {
protected:
/** For V2 games, we cache offsets into the room graphics, to speed up things. */
StripTable *_roomStrips;
protected:
StripTable *generateStripTable(const byte *src, int width, int height, StripTable *table) const;
bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr) override;
void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag) override;
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip) override;
public:
GdiV2(ScummEngine *vm);
~GdiV2() override;
void roomChanged(byte *roomptr) override;
};
#ifdef USE_RGB_COLOR
class GdiHE16bit : public GdiHE {
protected:
void writeRoomColor(byte *dst, byte color) const override;
public:
GdiHE16bit(ScummEngine *vm);
};
#endif
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
// Helper class for FM-Towns output (required for specific hardware effects like switching graphics layers on and off).
class TownsScreen {
public:
enum {
kDirtyRectsMax = 20,
kFullRedraw = (kDirtyRectsMax + 1)
};
public:
TownsScreen(OSystem *system);
~TownsScreen();
void setupLayer(int layer, int width, int height, int scaleW, int scaleH, int numCol, void *srcPal = 0);
void clearLayer(int layer);
void fillLayerRect(int layer, int x, int y, int w, int h, int col);
void addDirtyRect(int x, int y, int w, int h);
void toggleLayers(int flags);
void scrollLayers(int flags, int offset);
void update();
bool isScrolling(int direction, int threshold = 0) const { return (direction == 0) ? _scrollRemainder != threshold : (direction == 1 ? _scrollRemainder > threshold : _scrollRemainder < threshold); }
uint8 *getLayerPixels(int layer, int x, int y) const;
int getLayerPitch(int layer) const { return (layer >= 0 && layer < 2) ? _layers[layer].pitch : 0; }
int getLayerWidth(int layer) const { return (layer >= 0 && layer < 2) ? _layers[layer].width : 0; }
int getLayerHeight(int layer) const { return (layer >= 0 && layer < 2) ? _layers[layer].height : 0; }
int getLayerBpp(int layer) const { return (layer >= 0 && layer < 2) ? _layers[layer].bpp : 0; }
int getLayerScaleW(int layer) const { return (layer >= 0 && layer < 2) ? _layers[layer].scaleW : 0; }
int getLayerScaleH(int layer) const { return (layer >= 0 && layer < 2) ? _layers[layer].scaleH : 0; }
private:
struct TownsScreenLayer {
uint8 *pixels;
uint8 *palette;
int pitch;
int width;
int height;
int bpp;
int numCol;
int hScroll;
uint8 scaleW;
uint8 scaleH;
bool onBottom;
bool enabled;
bool ready;
uint16 *bltTmpPal;
} _layers[2];
template<typename dstPixelType, typename srcPixelType, int scaleW, int scaleH, bool col4bit> void transferRect(uint8 *dst, TownsScreenLayer *l, int x, int y, int w, int h);
template<typename dstPixelType> void updateScreenBuffer();
#ifdef USE_RGB_COLOR
void update16BitPalette();
uint16 calc16BitColor(const uint8 *palEntry);
#endif
int _height;
int _width;
int _pitch;
uint16 _scrollOffset;
int _scrollRemainder;
Graphics::PixelFormat _pixelFormat;
int _numDirtyRects;
Common::List<Common::Rect> _dirtyRects;
OSystem *_system;
};
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE
} // End of namespace Scumm
#endif