scummvm/sword2/driver/d_draw.h
Torbjörn Andersson f7ce39763e Removed the Surface class in favor of small struct specially made for the
block surfaces. (A block surface is a 64x64 tile of a parallax layer.)

I've also done a few things to try and optimize the drawing:

* The back buffer is no longer cleared between frames. This may cause
  regressions, but I do believe that the entire picture area is always
  completely re-rendered for each frame.

  As a result of this, the menu code is now responsible for clearing the
  icon areas itself.

* A few unnecessary copy_rect() calls were commented out in favor of one
  big copy_rect() in ServiceWindows().

* Completely opaque block surfaces are copied with memcpy(), one line at a
  time.

Unless we manage to add intelligent screen redrawing, I don't think it will
get that much faster than this, though there is some unnecessary data
copying in DrawSprite() that could be removed.

And the game is still a terrible CPU hog. I believe the animation runs at
approximately 12 fps. If there's still time left, it will pump out further
frames to get smooth scrolling. We ought to put a cap on that, and if it
has already reached the scroll target it should sleep for the rest of the
render cycle.

svn-id: r9886
2003-08-28 06:36:15 +00:00

97 lines
3.2 KiB
C

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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.
*
* $Header$
*/
//=============================================================================
//
// Filename : d_draw.h
// Created : 22nd August 1996
// By : P.R.Porter
//
// Version Date By Description
// ------- --------- --- -----------------------------------------------
// 1.0 16-Sep-96 PRP Interface to the DirectDraw driver functions
// and data.
//
// 1.1 19-Sep-96 PRP Increased scope of directDraw data, such as
// the back buffer object, so that mouse.c can
// have access to the screen.
//
// 1.2 25-Sep-96 PRP Made scrollx and scrolly available to all
// driver code.
//
// 1.3 26-Sep-96 PRP Moved scroll stuff to render.h for clarity.
//
// 1.4 07-Nov-96 PRP Made bFullScreen available to all driver code.
//
// 1.5 18-Nov-96 PRP Added reference to lpDD2 object.
//
// 1.6 24-Jan-97 PRP Added hardware capability bits and defines.
//
// 1.7 06-Mar-97 PRP Changed capability bits, and changed the
// direct draw error reporting call. Added
// function to grab screen shot.
//
// 1.8 16-Jun-97 PSJ Made globall externable to c++.
//
// 1.9 27-Jun-97 PRP Moving the definition of GrabScreenShot to
// driver96.h for external access.
//
//
// Summary : This include file defines links to all data which is
// defined in the d_draw.c module, but can be accessed by
// other parts of the driver96 library.
//
//
//=============================================================================
#ifndef D_DRAW_H
#define D_DRAW_H
#ifdef __cplusplus
extern "C" {
#endif
//#include "ddraw.h"
#include "driver96.h"
// Bits defining hardware and emulation capabilities.
#define RDCAPS_BLTSTRETCH 1
#define RDCAPS_SRCBLTCKEY 2
#define DirectDrawError(f, g) FatalDirectDrawError(f, g, __FILE__, __LINE__)
extern uint8 *lpPalette; // palette
extern byte *lpBackBuffer; // back surface
// extern Surface *lpPrimarySurface; // DirectDraw front buffer.
extern uint8 *lpDD2; // DirectDraw2 object
extern BOOL bFullScreen; // Defines whether the app is running in full screen mode or not.
//extern DDCOLORKEY blackColorKey; // transparent pixel for color key blitting.
extern uint8 blackColorKey; // transparent pixel for color key blitting.
extern int32 dxHalCaps; // Hardware capabilities.
extern int32 dxHelCaps; // Emulation capabilities.
extern void FatalDirectDrawError(char *str, int32 dderr, char *file, int32 line);
#ifdef __cplusplus
}
#endif
#endif