scummvm/sword2/build_display.cpp
Torbjörn Andersson 43cfe01f3d This is the second part of the BS2 restructuring. There are two new
classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.

The old Graphics class is no more.

I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.

I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.

svn-id: r16812
2005-02-19 14:02:16 +00:00

628 lines
18 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
// ---------------------------------------------------------------------------
// BUILD_DISPLAY.CPP like the old spr_engi but slightly more aptly named
// ---------------------------------------------------------------------------
#include "common/stdafx.h"
#include "common/system.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
namespace Sword2 {
Screen::Screen(Sword2Engine *vm, int16 width, int16 height) {
_vm = vm;
_dirtyGrid = _buffer = NULL;
_vm->_system->initSize(width, height);
_screenWide = width;
_screenDeep = height;
_gridWide = width / CELLWIDE;
_gridDeep = height / CELLDEEP;
if ((width % CELLWIDE) || (height % CELLDEEP))
error("Bad cell size");
_dirtyGrid = (byte *) calloc(_gridWide, _gridDeep);
if (!_dirtyGrid)
error("Could not initialise dirty grid");
_buffer = (byte *) malloc(width * height);
if (!_buffer)
error("Could not initialise display");
for (int i = 0; i < ARRAYSIZE(_blockSurfaces); i++)
_blockSurfaces[i] = NULL;
_lightMask = NULL;
_needFullRedraw = false;
memset(&_thisScreen, 0, sizeof(_thisScreen));
_fps = 0;
_frameCount = 0;
_cycleTime = 0;
_lastPaletteRes = 0;
_scrollFraction = 16;
_largestLayerArea = 0;
_largestSpriteArea = 0;
strcpy(_largestLayerInfo, "largest layer: none registered");
strcpy(_largestSpriteInfo, "largest sprite: none registered");
_fadeStatus = RDFADE_NONE;
_renderAverageTime = 60;
_layer = 0;
}
Screen::~Screen() {
free(_buffer);
free(_dirtyGrid);
closeBackgroundLayer();
free(_lightMask);
}
void Screen::buildDisplay() {
if (_thisScreen.new_palette) {
// start the layer palette fading up
startNewPalette();
// should be reset to zero at start of each screen change
_largestLayerArea = 0;
_largestSpriteArea = 0;
}
// Does this ever happen?
if (!_thisScreen.background_layer_id)
return;
// there is a valid screen to run
setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
_vm->_mouse->animateMouse();
startRenderCycle();
byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
MultiScreenHeader *screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
// Render at least one frame, but if the screen is scrolling, and if
// there is time left, we will render extra frames to smooth out the
// scrolling.
do {
// first background parallax + related anims
if (screenLayerTable->bg_parallax[0]) {
renderParallax(_vm->fetchBackgroundParallaxLayer(file, 0), 0);
drawBackPar0Frames();
}
// second background parallax + related anims
if (screenLayerTable->bg_parallax[1]) {
renderParallax(_vm->fetchBackgroundParallaxLayer(file, 1), 1);
drawBackPar1Frames();
}
// normal backround layer (just the one!)
renderParallax(_vm->fetchBackgroundLayer(file), 2);
// sprites & layers
drawBackFrames(); // background sprites
drawSortFrames(file); // sorted sprites & layers
drawForeFrames(); // foreground sprites
// first foreground parallax + related anims
if (screenLayerTable->fg_parallax[0]) {
renderParallax(_vm->fetchForegroundParallaxLayer(file, 0), 3);
drawForePar0Frames();
}
// second foreground parallax + related anims
if (screenLayerTable->fg_parallax[1]) {
renderParallax(_vm->fetchForegroundParallaxLayer(file, 1), 4);
drawForePar1Frames();
}
_vm->_debugger->drawDebugGraphics();
_vm->_fontRenderer->printTextBlocs();
_vm->_mouse->processMenu();
updateDisplay();
_frameCount++;
if (_vm->getMillis() > _cycleTime) {
_fps = _frameCount;
_frameCount = 0;
_cycleTime = _vm->getMillis() + 1000;
}
} while (!endRenderCycle());
_vm->_resman->closeResource(_thisScreen.background_layer_id);
}
/**
* Fades down and displays a message on the screen.
* @param text The message
* @param time The number of seconds to display the message, or 0 to display it
* until the user clicks the mouse or presses a key.
*/
void Screen::displayMsg(byte *text, int time) {
byte pal[256 * 4];
byte oldPal[256 * 4];
debug(2, "DisplayMsg: %s", text);
if (getFadeStatus() != RDFADE_BLACK) {
fadeDown();
waitForFade();
}
_vm->_mouse->setMouse(0);
_vm->_mouse->setLuggage(0);
_vm->_mouse->closeMenuImmediately();
clearScene();
byte *text_spr = _vm->_fontRenderer->makeTextSprite(text, 640, 187, _vm->_speechFontId);
FrameHeader *frame = (FrameHeader *) text_spr;
SpriteInfo spriteInfo;
spriteInfo.x = _screenWide / 2 - frame->width / 2;
if (!time)
spriteInfo.y = _screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
else
spriteInfo.y = 400 - frame->height;
spriteInfo.w = frame->width;
spriteInfo.h = frame->height;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
spriteInfo.blend = 0;
spriteInfo.data = text_spr + sizeof(FrameHeader);
spriteInfo.colourTable = 0;
uint32 rv = drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
memcpy(oldPal, _palette, sizeof(oldPal));
memset(pal, 0, sizeof(pal));
pal[187 * 4 + 0] = 255;
pal[187 * 4 + 1] = 255;
pal[187 * 4 + 2] = 255;
setPalette(0, 256, pal, RDPAL_FADE);
fadeUp();
free(text_spr);
waitForFade();
if (time > 0) {
uint32 targetTime = _vm->getMillis() + (time * 1000);
_vm->sleepUntil(targetTime);
} else {
while (!_vm->_quit) {
MouseEvent *me = _vm->mouseEvent();
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)))
break;
if (_vm->keyboardEvent())
break;
updateDisplay();
_vm->_system->delayMillis(50);
}
}
fadeDown();
waitForFade();
clearScene();
setPalette(0, 256, oldPal, RDPAL_FADE);
fadeUp();
}
void Screen::drawBackPar0Frames() {
// frame attached to 1st background parallax
for (uint i = 0; i < _curBgp0; i++)
processImage(&_bgp0List[i]);
}
void Screen::drawBackPar1Frames() {
// frame attached to 2nd background parallax
for (uint i = 0; i < _curBgp1; i++)
processImage(&_bgp1List[i]);
}
void Screen::drawBackFrames() {
// background sprite, fixed to main background
for (uint i = 0; i < _curBack; i++)
processImage(&_backList[i]);
}
void Screen::drawSortFrames(byte *file) {
uint i, j;
// Sort the sort list. Used to be a separate function, but it was only
// called once, right before calling drawSortFrames().
if (_curSort > 1) {
for (i = 0; i < _curSort - 1; i++) {
for (j = 0; j < _curSort - 1; j++) {
if (_sortList[_sortOrder[j]].sort_y > _sortList[_sortOrder[j + 1]].sort_y) {
SWAP(_sortOrder[j], _sortOrder[j + 1]);
}
}
}
}
// Draw the sorted frames - layers, shrinkers & normal flat sprites
for (i = 0; i < _curSort; i++) {
if (_sortList[_sortOrder[i]].layer_number) {
// it's a layer - minus 1 for true layer number
// we need to know from the BuildUnit because the
// layers will have been sorted in random order
processLayer(file, _sortList[_sortOrder[i]].layer_number - 1);
} else {
// it's a sprite
processImage(&_sortList[_sortOrder[i]]);
}
}
}
void Screen::drawForeFrames() {
// foreground sprite, fixed to main background
for (uint i = 0; i < _curFore; i++)
processImage(&_foreList[i]);
}
void Screen::drawForePar0Frames() {
// frame attached to 1st foreground parallax
for (uint i = 0; i < _curFgp0; i++)
processImage(&_fgp0List[i]);
}
void Screen::drawForePar1Frames() {
// frame attached to 2nd foreground parallax
for (uint i = 0; i < _curFgp1; i++)
processImage(&_fgp1List[i]);
}
void Screen::processLayer(byte *file, uint32 layer_number) {
LayerHeader *layer_head = _vm->fetchLayerHeader(file, layer_number);
SpriteInfo spriteInfo;
spriteInfo.x = layer_head->x;
spriteInfo.y = layer_head->y;
spriteInfo.w = layer_head->width;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.h = layer_head->height;
spriteInfo.type = RDSPR_TRANS | RDSPR_RLE256FAST;
spriteInfo.blend = 0;
spriteInfo.data = file + sizeof(StandardHeader) + layer_head->offset;
spriteInfo.colourTable = 0;
// check for largest layer for debug info
uint32 current_layer_area = layer_head->width * layer_head->height;
if (current_layer_area > _largestLayerArea) {
byte buf[NAME_LEN];
_largestLayerArea = current_layer_area;
sprintf(_largestLayerInfo,
"largest layer: %s layer(%d) is %dx%d",
_vm->fetchObjectName(_thisScreen.background_layer_id, buf),
layer_number, layer_head->width, layer_head->height);
}
uint32 rv = drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in processLayer(%d)", rv, layer_number);
}
void Screen::processImage(BuildUnit *build_unit) {
byte *file = _vm->_resman->openResource(build_unit->anim_resource);
byte *colTablePtr = NULL;
AnimHeader *anim_head = _vm->fetchAnimHeader(file);
CdtEntry *cdt_entry = _vm->fetchCdtEntry(file, build_unit->anim_pc);
FrameHeader *frame_head = _vm->fetchFrameHeader(file, build_unit->anim_pc);
// so that 0-colour is transparent
uint32 spriteType = RDSPR_TRANS;
if (anim_head->blend)
spriteType |= RDSPR_BLEND;
// if the frame is to be flipped (only really applicable to frames
// using offsets)
if (cdt_entry->frameType & FRAME_FLIPPED)
spriteType |= RDSPR_FLIP;
if (cdt_entry->frameType & FRAME_256_FAST) {
// scaling, shading & blending don't work with RLE256FAST
// but the same compression can be decompressed using the
// RLE256 routines!
// NOTE: If this restriction refers to drawSprite(), I don't
// think we have it any more. But I'm not sure.
if (build_unit->scale || anim_head->blend || build_unit->shadingFlag)
spriteType |= RDSPR_RLE256;
else
spriteType |= RDSPR_RLE256FAST;
} else {
switch (anim_head->runTimeComp) {
case NONE:
spriteType |= RDSPR_NOCOMPRESSION;
break;
case RLE256:
spriteType |= RDSPR_RLE256;
break;
case RLE16:
spriteType |= RDSPR_RLE16;
// points to just after last cdt_entry, ie.
// start of colour table
colTablePtr = (byte *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(CdtEntry);
break;
}
}
// if we want this frame to be affected by the shading mask,
// add the status bit
if (build_unit->shadingFlag)
spriteType |= RDSPR_SHADOW;
SpriteInfo spriteInfo;
spriteInfo.x = build_unit->x;
spriteInfo.y = build_unit->y;
spriteInfo.w = frame_head->width;
spriteInfo.h = frame_head->height;
spriteInfo.scale = build_unit->scale;
spriteInfo.scaledWidth = build_unit->scaled_width;
spriteInfo.scaledHeight = build_unit->scaled_height;
spriteInfo.type = spriteType;
spriteInfo.blend = anim_head->blend;
// points to just after frame header, ie. start of sprite data
spriteInfo.data = (byte *) (frame_head + 1);
spriteInfo.colourTable = colTablePtr;
// check for largest layer for debug info
uint32 current_sprite_area = frame_head->width * frame_head->height;
if (current_sprite_area > _largestSpriteArea) {
byte buf[NAME_LEN];
_largestSpriteArea = current_sprite_area;
sprintf(_largestSpriteInfo,
"largest sprite: %s frame(%d) is %dx%d",
_vm->fetchObjectName(build_unit->anim_resource, buf),
build_unit->anim_pc,
frame_head->width,
frame_head->height);
}
if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) { // see anims.cpp
// bring the anim into the visible screen
// but leave extra pixel at edge for box
if (spriteInfo.x + spriteInfo.scaledWidth >= 639)
spriteInfo.x = 639 - spriteInfo.scaledWidth;
if (spriteInfo.y + spriteInfo.scaledHeight >= 399)
spriteInfo.y = 399 - spriteInfo.scaledHeight;
if (spriteInfo.x < 1)
spriteInfo.x = 1;
if (spriteInfo.y < 1)
spriteInfo.y = 1;
// create box to surround sprite - just outside sprite box
_vm->_debugger->_rectX1 = spriteInfo.x - 1;
_vm->_debugger->_rectY1 = spriteInfo.y - 1;
_vm->_debugger->_rectX2 = spriteInfo.x + spriteInfo.scaledWidth;
_vm->_debugger->_rectY2 = spriteInfo.y + spriteInfo.scaledHeight;
}
uint32 rv = drawSprite(&spriteInfo);
if (rv) {
byte buf[NAME_LEN];
error("Driver Error %.8x with sprite %s (%d) in processImage",
rv,
_vm->fetchObjectName(build_unit->anim_resource, buf),
build_unit->anim_resource);
}
// release the anim resource
_vm->_resman->closeResource(build_unit->anim_resource);
}
void Screen::resetRenderLists() {
// reset the sort lists - do this before a logic loop
// takes into account the fact that the start of the list is pre-built
// with the special sortable layers
_curBgp0 = 0;
_curBgp1 = 0;
_curBack = 0;
// beginning of sort list is setup with the special sort layers
_curSort = _thisScreen.number_of_layers;
_curFore = 0;
_curFgp0 = 0;
_curFgp1 = 0;
if (_curSort) {
// there are some layers - so rebuild the sort order list
for (uint i = 0; i < _curSort; i++)
_sortOrder[i] = i;
}
}
void Screen::registerFrame(ObjectMouse *ob_mouse, ObjectGraphic *ob_graph, ObjectMega *ob_mega, BuildUnit *build_unit) {
assert(ob_graph->anim_resource);
byte *file = _vm->_resman->openResource(ob_graph->anim_resource);
AnimHeader *anim_head = _vm->fetchAnimHeader(file);
CdtEntry *cdt_entry = _vm->fetchCdtEntry(file, ob_graph->anim_pc);
FrameHeader *frame_head = _vm->fetchFrameHeader(file, ob_graph->anim_pc);
// update player graphic details for on-screen debug info
if (Logic::_scriptVars[ID] == CUR_PLAYER_ID) {
_vm->_debugger->_playerGraphic.type = ob_graph->type;
_vm->_debugger->_playerGraphic.anim_resource = ob_graph->anim_resource;
// counting 1st frame as 'frame 1'
_vm->_debugger->_playerGraphic.anim_pc = ob_graph->anim_pc + 1;
_vm->_debugger->_playerGraphicNoFrames = anim_head->noAnimFrames;
}
// fill in the BuildUnit structure for this frame
build_unit->anim_resource = ob_graph->anim_resource;
build_unit->anim_pc = ob_graph->anim_pc;
build_unit->layer_number = 0;
// Affected by shading mask?
if (ob_graph->type & SHADED_SPRITE)
build_unit->shadingFlag = true;
else
build_unit->shadingFlag = false;
// Check if this frame has offsets ie. this is a scalable mega frame
int scale = 0;
if (cdt_entry->frameType & FRAME_OFFSET) {
// Calc scale at which to print the sprite, based on feet
// y-coord & scaling constants (NB. 'scale' is actually
// 256 * true_scale, to maintain accuracy)
// Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even
// better accuracy, ie. scale = (Ay + B) / 256
scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256;
// calc final render coordinates (top-left of sprite), based
// on feet coords & scaled offsets
// add scaled offsets to feet coords
build_unit->x = ob_mega->feet_x + (cdt_entry->x * scale) / 256;
build_unit->y = ob_mega->feet_y + (cdt_entry->y * scale) / 256;
// Work out new width and height. Always divide by 256 after
// everything else, to maintain accurary
build_unit->scaled_width = ((scale * frame_head->width) / 256);
build_unit->scaled_height = ((scale * frame_head->height) / 256);
} else {
// It's a non-scaling anim. Get render coords for sprite, from cdt
build_unit->x = cdt_entry->x;
build_unit->y = cdt_entry->y;
// Get width and height
build_unit->scaled_width = frame_head->width;
build_unit->scaled_height = frame_head->height;
}
// either 0 or required scale, depending on whether 'scale' computed
build_unit->scale = scale;
// calc the bottom y-coord for sorting purposes
build_unit->sort_y = build_unit->y + build_unit->scaled_height - 1;
if (ob_mouse) {
// passed a mouse structure, so add to the _mouseList
_vm->_mouse->registerMouse(ob_mouse, build_unit);
}
_vm->_resman->closeResource(ob_graph->anim_resource);
}
void Screen::registerFrame(ObjectMouse *ob_mouse, ObjectGraphic *ob_graph, ObjectMega *ob_mega) {
// check low word for sprite type
switch (ob_graph->type & 0x0000ffff) {
case BGP0_SPRITE:
assert(_curBgp0 < MAX_bgp0_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_bgp0List[_curBgp0]);
_curBgp0++;
break;
case BGP1_SPRITE:
assert(_curBgp1 < MAX_bgp1_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_bgp1List[_curBgp1]);
_curBgp1++;
break;
case BACK_SPRITE:
assert(_curBack < MAX_back_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_backList[_curBack]);
_curBack++;
break;
case SORT_SPRITE:
assert(_curSort < MAX_sort_sprites);
_sortOrder[_curSort] = _curSort;
registerFrame(ob_mouse, ob_graph, ob_mega, &_sortList[_curSort]);
_curSort++;
break;
case FORE_SPRITE:
assert(_curFore < MAX_fore_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_foreList[_curFore]);
_curFore++;
break;
case FGP0_SPRITE:
assert(_curFgp0 < MAX_fgp0_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_fgp0List[_curFgp0]);
_curFgp0++;
break;
case FGP1_SPRITE:
assert(_curFgp1 < MAX_fgp1_sprites);
registerFrame(ob_mouse, ob_graph, ob_mega, &_fgp1List[_curFgp1]);
_curFgp1++;
break;
default:
// NO_SPRITE no registering!
break;
}
}
} // End of namespace Sword2