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https://github.com/libretro/scummvm.git
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43cfe01f3d
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
382 lines
11 KiB
C++
382 lines
11 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/defs.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/memory.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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#include "sword2/router.h"
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namespace Sword2 {
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void Debugger::clearDebugTextBlocks(void) {
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uint8 blockNo = 0;
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while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0) {
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// kill the system text block
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_vm->_fontRenderer->killTextBloc(_debugTextBlocks[blockNo]);
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// clear this element of our array of block numbers
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_debugTextBlocks[blockNo] = 0;
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blockNo++;
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}
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}
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void Debugger::makeDebugTextBlock(char *text, int16 x, int16 y) {
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uint8 blockNo = 0;
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while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0)
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blockNo++;
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assert(blockNo < MAX_DEBUG_TEXTS);
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_debugTextBlocks[blockNo] = _vm->_fontRenderer->buildNewBloc((byte *) text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION);
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}
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void Debugger::buildDebugText(void) {
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char buf[128];
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int32 showVarNo; // for variable watching
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int32 showVarPos;
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int32 varNo;
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ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
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// clear the array of text block numbers for the debug text
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clearDebugTextBlocks();
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// mouse coords
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// print mouse coords beside mouse-marker, if it's being displayed
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if (_displayMouseMarker) {
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int mouseX, mouseY;
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_vm->_mouse->getPos(mouseX, mouseY);
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sprintf(buf, "%d,%d", mouseX + screenInfo->scroll_offset_x, mouseY + screenInfo->scroll_offset_y);
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if (mouseX > 560)
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makeDebugTextBlock(buf, mouseX - 50, mouseY - 15);
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else
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makeDebugTextBlock(buf, mouseX + 5, mouseY - 15);
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}
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// mouse area coords
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// defining a mouse area the easy way, by creating a box on-screen
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if (_draggingRectangle || Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) {
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// so we can see what's behind the lines
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_rectFlicker = !_rectFlicker;
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sprintf(buf, "x1=%d", _rectX1);
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makeDebugTextBlock(buf, 0, 120);
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sprintf(buf, "y1=%d", _rectY1);
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makeDebugTextBlock(buf, 0, 135);
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sprintf(buf, "x2=%d", _rectX2);
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makeDebugTextBlock(buf, 0, 150);
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sprintf(buf, "y2=%d", _rectY2);
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makeDebugTextBlock(buf, 0, 165);
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}
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// testingSnR indicator
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if (_testingSnR) { // see fnAddHuman()
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sprintf(buf, "TESTING LOGIC STABILITY!");
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makeDebugTextBlock(buf, 0, 105);
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}
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#ifdef SWORD2_DEBUG
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// speed-up indicator
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if (_vm->_renderSkip) { // see sword2.cpp
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sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!");
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makeDebugTextBlock(buf, 0, 120);
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}
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#endif
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// debug info at top of screen - enabled/disabled as one complete unit
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if (_displayTime) {
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int32 time = _vm->getMillis();
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if ((time - _startTime) / 1000 >= 10000)
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_startTime = time;
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time -= _startTime;
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sprintf(buf, "Time %.2d:%.2d:%.2d.%.3d", (time / 3600000) % 60, (time / 60000) % 60, (time / 1000) % 60, time % 1000);
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makeDebugTextBlock(buf, 500, 360);
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sprintf(buf, "Game %d", _vm->_gameCycle);
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makeDebugTextBlock(buf, 500, 380);
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}
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// current text number & speech-sample resource id
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if (_displayTextNumbers) {
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if (_textNumber) {
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if (Logic::_scriptVars[SYSTEM_TESTING_TEXT]) {
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if (Logic::_scriptVars[SYSTEM_WANT_PREVIOUS_LINE])
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sprintf(buf, "backwards");
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else
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sprintf(buf, "forwards");
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makeDebugTextBlock(buf, 0, 340);
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}
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sprintf(buf, "res: %d", _textNumber / SIZE);
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makeDebugTextBlock(buf, 0, 355);
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sprintf(buf, "pos: %d", _textNumber & 0xffff);
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makeDebugTextBlock(buf, 0, 370);
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sprintf(buf, "TEXT: %d", _vm->_logic->_officialTextNumber);
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makeDebugTextBlock(buf, 0, 385);
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}
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}
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// resource number currently being checking for animation
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if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) {
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sprintf(buf, "trying resource %d", Logic::_scriptVars[SYSTEM_TESTING_ANIMS]);
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makeDebugTextBlock(buf, 0, 90);
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}
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// general debug info
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if (_displayDebugText) {
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byte name[NAME_LEN];
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/*
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// CD in use
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sprintf(buf, "CD-%d", currentCD);
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makeDebugTextBlock(buf, 0, 0);
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*/
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// mouse coords & object pointed to
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if (Logic::_scriptVars[CLICKED_ID])
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sprintf(buf, "last click at %d,%d (id %d: %s)",
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Logic::_scriptVars[MOUSE_X],
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Logic::_scriptVars[MOUSE_Y],
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Logic::_scriptVars[CLICKED_ID],
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_vm->fetchObjectName(Logic::_scriptVars[CLICKED_ID], name));
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else
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sprintf(buf, "last click at %d,%d (---)",
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Logic::_scriptVars[MOUSE_X],
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Logic::_scriptVars[MOUSE_Y]);
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makeDebugTextBlock(buf, 0, 15);
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uint32 mouseTouching = _vm->_mouse->getMouseTouching();
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int mouseX, mouseY;
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_vm->_mouse->getPos(mouseX, mouseY);
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if (mouseTouching)
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sprintf(buf, "mouse %d,%d (id %d: %s)",
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mouseX + screenInfo->scroll_offset_x,
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mouseY + screenInfo->scroll_offset_y,
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mouseTouching,
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_vm->fetchObjectName(mouseTouching, name));
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else
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sprintf(buf, "mouse %d,%d (not touching)",
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mouseX + screenInfo->scroll_offset_x,
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mouseY + screenInfo->scroll_offset_y);
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makeDebugTextBlock(buf, 0, 30);
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// player coords & graphic info
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// if player objct has a graphic
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if (_playerGraphic.anim_resource)
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sprintf(buf, "player %d,%d %s (%d) #%d/%d",
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screenInfo->player_feet_x,
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screenInfo->player_feet_y,
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_vm->fetchObjectName(_playerGraphic.anim_resource, name),
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_playerGraphic.anim_resource,
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_playerGraphic.anim_pc,
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_playerGraphicNoFrames);
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else
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sprintf(buf, "player %d,%d --- %d",
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screenInfo->player_feet_x,
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screenInfo->player_feet_y,
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_playerGraphic.anim_pc);
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makeDebugTextBlock(buf, 0, 45);
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// frames-per-second counter
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sprintf(buf, "fps %d", _vm->_screen->getFps());
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makeDebugTextBlock(buf, 440, 0);
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// location number
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sprintf(buf, "location=%d", Logic::_scriptVars[LOCATION]);
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makeDebugTextBlock(buf, 440, 15);
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// "result" variable
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sprintf(buf, "result=%d", Logic::_scriptVars[RESULT]);
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makeDebugTextBlock(buf, 440, 30);
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// no. of events in event list
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sprintf(buf, "events=%d", _vm->_logic->countEvents());
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makeDebugTextBlock(buf, 440, 45);
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// sprite list usage
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sprintf(buf, "bgp0: %d/%d", _vm->_screen->getCurBgp0(), MAX_bgp0_sprites);
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makeDebugTextBlock(buf, 560, 0);
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sprintf(buf, "bgp1: %d/%d", _vm->_screen->getCurBgp1(), MAX_bgp1_sprites);
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makeDebugTextBlock(buf, 560, 15);
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sprintf(buf, "back: %d/%d", _vm->_screen->getCurBack(), MAX_back_sprites);
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makeDebugTextBlock(buf, 560, 30);
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sprintf(buf, "sort: %d/%d", _vm->_screen->getCurSort(), MAX_sort_sprites);
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makeDebugTextBlock(buf, 560, 45);
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sprintf(buf, "fore: %d/%d", _vm->_screen->getCurFore(), MAX_fore_sprites);
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makeDebugTextBlock(buf, 560, 60);
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sprintf(buf, "fgp0: %d/%d", _vm->_screen->getCurFgp0(), MAX_fgp0_sprites);
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makeDebugTextBlock(buf, 560, 75);
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sprintf(buf, "fgp1: %d/%d", _vm->_screen->getCurFgp1(), MAX_fgp1_sprites);
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makeDebugTextBlock(buf, 560, 90);
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// largest layer & sprite
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// NB. Strings already constructed in Build_display.cpp
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makeDebugTextBlock(_vm->_screen->getLargestLayerInfo(), 0, 60);
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makeDebugTextBlock(_vm->_screen->getLargestSpriteInfo(), 0, 75);
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// "waiting for person" indicator - set form fnTheyDo and
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// fnTheyDoWeWait
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if (_speechScriptWaiting) {
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sprintf(buf, "script waiting for %s (%d)",
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_vm->fetchObjectName(_speechScriptWaiting, name),
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_speechScriptWaiting);
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makeDebugTextBlock(buf, 0, 90);
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}
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// variable watch display
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showVarPos = 115; // y-coord for first showVar
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for (showVarNo = 0; showVarNo < MAX_SHOWVARS; showVarNo++) {
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varNo = _showVar[showVarNo]; // get variable number
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// if non-zero ie. cannot watch 'id' but not needed
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// anyway because it changes throughout the logic loop
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if (varNo) {
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sprintf(buf, "var(%d) = %d", varNo, Logic::_scriptVars[varNo]);
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makeDebugTextBlock(buf, 530, showVarPos);
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showVarPos += 15; // next line down
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}
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}
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// memory indicator - this should come last, to show all the
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// sprite blocks above!
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_vm->_memory->memStatusStr(buf);
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makeDebugTextBlock(buf, 0, 0);
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}
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}
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void Debugger::drawDebugGraphics(void) {
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ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
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// walk-grid
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if (_displayWalkGrid)
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_vm->_logic->_router->plotWalkGrid();
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// player feet coord marker
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if (_displayPlayerMarker)
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plotCrossHair(screenInfo->player_feet_x, screenInfo->player_feet_y, 215);
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// mouse marker & coords
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if (_displayMouseMarker) {
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int mouseX, mouseY;
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_vm->_mouse->getPos(mouseX, mouseY);
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plotCrossHair(mouseX + screenInfo->scroll_offset_x, mouseY + screenInfo->scroll_offset_y, 215);
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}
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// mouse area rectangle / sprite box rectangle when testing anims
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if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) {
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// draw box around current frame
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drawRect(_rectX1, _rectY1, _rectX2, _rectY2, 184);
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} else if (_draggingRectangle) {
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// defining a mouse area the easy way, by creating a box
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// on-screen
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if (_rectFlicker)
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drawRect(_rectX1, _rectY1, _rectX2, _rectY2, 184);
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}
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}
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void Debugger::plotCrossHair(int16 x, int16 y, uint8 pen) {
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_vm->_screen->plotPoint(x, y, pen);
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_vm->_screen->drawLine(x - 2, y, x - 5, y, pen);
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_vm->_screen->drawLine(x + 2, y, x + 5, y, pen);
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_vm->_screen->drawLine(x, y - 2, x, y - 5, pen);
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_vm->_screen->drawLine(x, y + 2, x, y + 5, pen);
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}
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void Debugger::drawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) {
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_vm->_screen->drawLine(x1, y1, x2, y1, pen); // top edge
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_vm->_screen->drawLine(x1, y2, x2, y2, pen); // bottom edge
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_vm->_screen->drawLine(x1, y1, x1, y2, pen); // left edge
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_vm->_screen->drawLine(x2, y1, x2, y2, pen); // right edge
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}
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void Debugger::printCurrentInfo(void) {
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// prints general stuff about the screen, etc.
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ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
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if (screenInfo->background_layer_id) {
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DebugPrintf("background layer id %d\n", screenInfo->background_layer_id);
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DebugPrintf("%d wide, %d high\n", screenInfo->screen_wide, screenInfo->screen_deep);
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DebugPrintf("%d normal layers\n", screenInfo->number_of_layers);
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_vm->_logic->examineRunList();
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} else
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DebugPrintf("No screen\n");
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}
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} // End of namespace Sword2
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