scummvm/engines/agi/graphics.cpp
2006-05-24 21:14:41 +00:00

725 lines
16 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2003 Sarien Team
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "agi/agi.h"
#include "agi/graphics.h"
namespace Agi {
#define DEV_X0(x) ((x) << 1)
#define DEV_X1(x) (((x) << 1) + 1)
#define DEV_Y(x) (x)
#ifndef MAX_INT
# define MAX_INT (int)((unsigned)~0 >> 1)
#endif
static uint8 *agi_screen;
#ifdef USE_CONSOLE
static uint8 *console_screen;
#endif
static unsigned char *screen;
extern uint8 cur_font[];
/**
* 16 color RGB palette (plus 16 transparent colors).
* This array contains the 6-bit RGB values of the EGA palette exported
* to the console drivers.
*/
uint8 ega_palette[16 * 3] = {
0x00, 0x00, 0x00,
0x00, 0x00, 0x2a,
0x00, 0x2a, 0x00,
0x00, 0x2a, 0x2a,
0x2a, 0x00, 0x00,
0x2a, 0x00, 0x2a,
0x2a, 0x15, 0x00,
0x2a, 0x2a, 0x2a,
0x15, 0x15, 0x15,
0x15, 0x15, 0x3f,
0x15, 0x3f, 0x15,
0x15, 0x3f, 0x3f,
0x3f, 0x15, 0x15,
0x3f, 0x15, 0x3f,
0x3f, 0x3f, 0x15,
0x3f, 0x3f, 0x3f
};
/**
* 16 color amiga-ish palette.
*/
uint8 new_palette[16 * 3] = {
0x00, 0x00, 0x00,
0x00, 0x00, 0x3f,
0x00, 0x2A, 0x00,
0x00, 0x2A, 0x2A,
0x33, 0x00, 0x00,
0x2f, 0x1c, 0x37,
0x23, 0x14, 0x00,
0x2f, 0x2f, 0x2f,
0x15, 0x15, 0x15,
0x00, 0x2f, 0x3f,
0x00, 0x33, 0x15,
0x15, 0x3F, 0x3F,
0x3f, 0x27, 0x23,
0x3f, 0x15, 0x3f,
0x3b, 0x3b, 0x00,
0x3F, 0x3F, 0x3F
};
uint8 palette[32 * 3];
static uint16 cga_map[16] = {
0x0000, /* 0 - black */
0x0d00, /* 1 - blue */
0x0b00, /* 2 - green */
0x0f00, /* 3 - cyan */
0x000b, /* 4 - red */
0x0b0d, /* 5 - magenta */
0x000d, /* 6 - brown */
0x0b0b, /* 7 - gray */
0x0d0d, /* 8 - dark gray */
0x0b0f, /* 9 - light blue */
0x0b0d, /* 10 - light green */
0x0f0d, /* 11 - light cyan */
0x0f0d, /* 12 - light red */
0x0f00, /* 13 - light magenta */
0x0f0b, /* 14 - yellow */
0x0f0f /* 15 - white */
};
struct update_block {
int x1, y1;
int x2, y2;
};
static struct update_block update = {
MAX_INT, MAX_INT, 0, 0
};
/*
* Layer 4: 640x480? ================== User display
* ^
* | do_update(), put_block()
* |
* Layer 3: 640x480? ================== Framebuffer
* ^
* | flush_block(), put_pixels()
* |
* Layer 2: 320x200 ================== AGI engine screen (console), put_pixel()
* |
* Layer 1: 160x168 ================== AGI screen
*/
#ifdef USE_CONSOLE
/**
* Draws a row of pixels in the output device framebuffer.
* This function adds the console layer using transparent colors if
* appropriate.
*/
static void put_pixels(const int x, const int y, const int w, uint8 *p) {
int i;
uint8 _b[GFX_WIDTH] = { 0 };
uint8 *b, *c = NULL;
if (console.y <= y) {
memcpy(screen + x + y * 320, p, w);
return;
}
b = &_b[0];
c = &console_screen[x + (y + GFX_HEIGHT - 1 - console.y) * GFX_WIDTH];
for (i = 0; i < w; i++, c++, p++) {
*b++ = *c ? *c : *p + 16;
}
memcpy(screen + x + y * 320, _b, w);
}
static void init_console() {
int i;
/* Console */
console.line[0] = (char *)calloc(CONSOLE_LINES_BUFFER, CONSOLE_LINE_SIZE + 1);
for (i = 1; i < CONSOLE_LINES_BUFFER; i++)
console.line[i] = console.line[i - 1] + CONSOLE_LINE_SIZE + 1;
}
#else
static void put_pixels(const int x, const int y, const int w, uint8 *p) {
gfx->put_pixels(x, y, w, p);
}
static void init_console()
{
}
#endif /* USE_CONSOLE */
#define SHAKE_MAG 3
static uint8 *shake_h, *shake_v;
void shake_start() {
int i;
if ((shake_h = (uint8 *)malloc(GFX_WIDTH * SHAKE_MAG)) == NULL)
return;
if ((shake_v = (uint8 *)malloc(SHAKE_MAG * (GFX_HEIGHT - SHAKE_MAG))) == NULL) {
free(shake_h);
return;
}
for (i = 0; i < GFX_HEIGHT - SHAKE_MAG; i++) {
memcpy(shake_v + i * SHAKE_MAG, agi_screen + i * GFX_WIDTH, SHAKE_MAG);
}
for (i = 0; i < SHAKE_MAG; i++) {
memcpy(shake_h + i * GFX_WIDTH, agi_screen + i * GFX_WIDTH, GFX_WIDTH);
}
}
void shake_screen(int n) {
int i;
if (n == 0) {
for (i = 0; i < (GFX_HEIGHT - SHAKE_MAG); i++) {
memmove(&agi_screen[GFX_WIDTH * i],
&agi_screen[GFX_WIDTH * (i + SHAKE_MAG) + SHAKE_MAG],
GFX_WIDTH - SHAKE_MAG);
}
} else {
for (i = GFX_HEIGHT - SHAKE_MAG - 1; i >= 0; i--) {
memmove(&agi_screen[GFX_WIDTH * (i + SHAKE_MAG) + SHAKE_MAG],
&agi_screen[GFX_WIDTH * i], GFX_WIDTH - SHAKE_MAG);
}
}
}
void shake_end() {
int i;
for (i = 0; i < GFX_HEIGHT - SHAKE_MAG; i++) {
memcpy(agi_screen + i * GFX_WIDTH, shake_v + i * SHAKE_MAG, SHAKE_MAG);
}
for (i = 0; i < SHAKE_MAG; i++) {
memcpy(agi_screen + i * GFX_WIDTH, shake_h + i * GFX_WIDTH, GFX_WIDTH);
}
flush_block(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
free(shake_v);
free(shake_h);
}
void put_text_character(int l, int x, int y, unsigned int c, int fg, int bg) {
int x1, y1, xx, yy, cc;
uint8 *p;
p = cur_font + ((unsigned int)c * CHAR_LINES);
for (y1 = 0; y1 < CHAR_LINES; y1++) {
for (x1 = 0; x1 < CHAR_COLS; x1++) {
xx = x + x1;
yy = y + y1;
cc = (*p & (1 << (7 - x1))) ? fg : bg;
#ifdef USE_CONSOLE
if (l) {
console_screen[xx + yy * GFX_WIDTH] = cc;
} else
#endif
{
agi_screen[xx + yy * GFX_WIDTH] = cc;
}
}
p++;
}
/* FIXME: we don't want this when we're writing on the
* console!
*/
flush_block(x, y, x + CHAR_COLS - 1, y + CHAR_LINES - 1);
}
void draw_rectangle(int x1, int y1, int x2, int y2, int c) {
int y, w, h;
uint8 *p0;
if (x1 >= GFX_WIDTH)
x1 = GFX_WIDTH - 1;
if (y1 >= GFX_HEIGHT)
y1 = GFX_HEIGHT - 1;
if (x2 >= GFX_WIDTH)
x2 = GFX_WIDTH - 1;
if (y2 >= GFX_HEIGHT)
y2 = GFX_HEIGHT - 1;
w = x2 - x1 + 1;
h = y2 - y1 + 1;
p0 = &agi_screen[x1 + y1 * GFX_WIDTH];
for (y = 0; y < h; y++) {
memset(p0, c, w);
p0 += GFX_WIDTH;
}
}
static void draw_frame(int x1, int y1, int x2, int y2, int c1, int c2) {
int y, w;
uint8 *p0;
/* top line */
w = x2 - x1 + 1;
p0 = &agi_screen[x1 + y1 * GFX_WIDTH];
memset(p0, c1, w);
/* bottom line */
p0 = &agi_screen[x1 + y2 * GFX_WIDTH];
memset(p0, c2, w);
/* side lines */
for (y = y1; y <= y2; y++) {
agi_screen[x1 + y * GFX_WIDTH] = c1;
agi_screen[x2 + y * GFX_WIDTH] = c2;
}
}
void draw_box(int x1, int y1, int x2, int y2, int colour1, int colour2, int m) {
x1 += m;
y1 += m;
x2 -= m;
y2 -= m;
draw_rectangle(x1, y1, x2, y2, colour1);
draw_frame(x1 + 2, y1 + 2, x2 - 2, y2 - 2, colour2, colour2);
flush_block(x1, y1, x2, y2);
}
void print_character(int x, int y, char c, int fg, int bg) {
x *= CHAR_COLS;
y *= CHAR_LINES;
put_text_character(0, x, y, c, fg, bg);
// redundant! already inside put_text_character!
// flush_block (x, y, x + CHAR_COLS - 1, y + CHAR_LINES - 1);
}
/**
* Draw button
* @param x x coordinate of the button
* @param y y coordinate of the button
* @param a set if the button has focus
* @param p set if the button is pressed
*/
void draw_button(int x, int y, const char *s, int a, int p) {
int len = strlen(s);
int x1, y1, x2, y2;
x1 = x - 3;
y1 = y - 3;
x2 = x + CHAR_COLS * len + 2;
y2 = y + CHAR_LINES + 2;
while (*s) {
put_text_character(0, x + (!!p), y + (!!p), *s++, a ? 15 : 0, a ? 0 : 15);
x += CHAR_COLS;
}
x1 -= 2;
y1 -= 2;
x2 += 2;
y2 += 2;
flush_block(x1, y1, x2, y2);
}
int test_button(int x, int y, const char *s) {
int len = strlen(s);
int x1, y1, x2, y2;
x1 = x - 3;
y1 = y - 3;
x2 = x + CHAR_COLS * len + 2;
y2 = y + CHAR_LINES + 2;
if ((int)mouse.x >= x1 && (int)mouse.y >= y1 && (int)mouse.x <= x2 && (int)mouse.y <= y2)
return true;
return false;
}
void put_block(int x1, int y1, int x2, int y2) {
gfx_putblock(x1, y1, x2, y2);
}
void put_screen() {
put_block(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
}
void poll_timer() {
agi_timer_low();
}
int get_key() {
return agi_get_keypress_low();
}
int keypress() {
return agi_is_keypress_low();
}
/*
* Public functions
*/
/**
* Initialize the color palette
* This function initializes the color palette using the specified 16-color
* RGB palette and creates 16 extra palette entries with translucent colors
* for the interpreter console.
* @param p A pointer to the 16-color RGB palette.
*/
void init_palette(uint8 *p) {
int i;
for (i = 0; i < 48; i++) {
palette[i] = p[i];
palette[i + 48] = (p[i] + 0x30) >> 2;
}
}
void gfx_set_palette() {
int i;
byte pal[32 * 4];
for (i = 0; i < 32; i++) {
pal[i * 4 + 0] = palette[i * 3 + 0] << 2;
pal[i * 4 + 1] = palette[i * 3 + 1] << 2;
pal[i * 4 + 2] = palette[i * 3 + 2] << 2;
pal[i * 4 + 3] = 0;
}
g_system->setPalette(pal, 0, 32);
}
/* put a block onto the screen */
void gfx_putblock(int x1, int y1, int x2, int y2) {
if (x1 >= GFX_WIDTH)
x1 = GFX_WIDTH - 1;
if (y1 >= GFX_HEIGHT)
y1 = GFX_HEIGHT - 1;
if (x2 >= GFX_WIDTH)
x2 = GFX_WIDTH - 1;
if (y2 >= GFX_HEIGHT)
y2 = GFX_HEIGHT - 1;
g_system->copyRectToScreen(screen + y1 * 320 + x1, 320, x1, y1, x2 - x1 + 1, y2 - y1 + 1);
}
static const byte mouseCursorArrow[] = {
0x00, 0x00, 0x40, 0x00, 0x60, 0x00, 0x70, 0x00,
0x78, 0x00, 0x7C, 0x00, 0x7E, 0x00, 0x7F, 0x00,
0x7F, 0x80, 0x7C, 0x00, 0x6C, 0x00, 0x46, 0x00,
0x06, 0x00, 0x03, 0x00, 0x03, 0x00, 0x00, 0x00,
0xC0, 0x00, 0xE0, 0x00, 0xF0, 0x00, 0xF8, 0x00,
0xFC, 0x00, 0xFE, 0x00, 0xFF, 0x00, 0xFF, 0x80,
0xFF, 0xC0, 0xFF, 0xC0, 0xFE, 0x00, 0xFF, 0x00,
0xCF, 0x00, 0x07, 0x80, 0x07, 0x80, 0x03, 0x80
};
/**
* Initialize graphics device.
*
* @see deinit_video()
*/
int init_video() {
if (opt.egapal)
init_palette(ega_palette);
else
init_palette(new_palette);
init_console();
if ((agi_screen = (uint8 *)calloc(GFX_WIDTH, GFX_HEIGHT)) == NULL)
return err_NotEnoughMemory;
#ifdef USE_CONSOLE
if ((console_screen = (uint8 *)calloc(GFX_WIDTH, GFX_HEIGHT)) == NULL) {
free(agi_screen);
return err_NotEnoughMemory;
}
#endif
gfx_set_palette();
byte mouseCursor[16 * 16];
const byte *src = mouseCursorArrow;
for (int i = 0; i < 32; ++i) {
int offs = i * 8;
for (byte mask = 0x80; mask != 0; mask >>= 1) {
if (src[0] & mask) {
mouseCursor[offs] = 2;
} else if (src[32] & mask) {
mouseCursor[offs] = 0;
} else {
mouseCursor[offs] = 0xFF;
}
++offs;
}
++src;
}
g_system->setMouseCursor(mouseCursor, 16, 16, 1, 1);
return err_OK;
}
/**
* Deinitialize graphics device.
*
* @see init_video()
*/
int deinit_video() {
free(agi_screen);
#ifdef USE_CONSOLE
free(console_screen);
#endif
return err_OK;
}
int init_machine() {
screen = (unsigned char *)malloc(320 * 200);
clock_count = 0;
clock_ticks = 0;
return err_OK;
}
int deinit_machine() {
free(screen);
return err_OK;
}
/**
* Write pixels on the output device.
* This function writes a row of pixels on the output device. Only the
* lower 4 bits of each pixel in the row will be used, making this
* function suitable for use with rows from the AGI screen.
* @param x x coordinate of the row start (AGI coord.)
* @param y y coordinate of the row start (AGI coord.)
* @param n number of pixels in the row
* @param p pointer to the row start in the AGI screen
*/
void put_pixels_a(int x, int y, int n, uint8 *p) {
if (opt.cgaemu) {
for (x *= 2; n--; p++, x += 2) {
register uint16 q = (cga_map[(*p & 0xf0) >> 4] << 4) | cga_map[*p & 0x0f];
#ifdef USE_CONSOLE
if (debug_.priority)
q >>= 4;
#endif
*(uint16 *)&agi_screen[x + y * GFX_WIDTH] = q & 0x0f0f;
}
} else {
for (x *= 2; n--; p++, x += 2) {
register uint16 q = ((uint16) * p << 8) | *p;
#ifdef USE_CONSOLE
if (debug_.priority)
q >>= 4;
#endif
*(uint16 *)&agi_screen[x + y * GFX_WIDTH] = q & 0x0f0f;
}
}
}
void put_pixels_hires(int x, int y, int n, uint8 *p) {
//y += CHAR_LINES;
for (; n--; p++, x++) {
uint8 q = *p;
#ifdef USE_CONSOLE
if (debug_.priority)
q >>= 4;
#endif
agi_screen[x + y * GFX_WIDTH] = q & 0x0f;
}
}
/**
* Schedule blocks for blitting on the output device.
* This function gets the coordinates of a block in the AGI screen and
* schedule it to be updated in the output device.
* @param x1 x coordinate of the upper left corner of the block (AGI coord.)
* @param y1 y coordinate of the upper left corner of the block (AGI coord.)
* @param x2 x coordinate of the lower right corner of the block (AGI coord.)
* @param y2 y coordinate of the lower right corner of the block (AGI coord.)
*
* @see do_update()
*/
void schedule_update(int x1, int y1, int x2, int y2) {
if (x1 < update.x1)
update.x1 = x1;
if (y1 < update.y1)
update.y1 = y1;
if (x2 > update.x2)
update.x2 = x2;
if (y2 > update.y2)
update.y2 = y2;
}
/**
* Update scheduled blocks on the output device.
* This function exposes the blocks scheduled for updating to the output
* device. Blocks can be scheduled at any point of the AGI cycle.
*
* @see schedule_update()
*/
void do_update() {
if (update.x1 <= update.x2 && update.y1 <= update.y2) {
gfx_putblock(update.x1, update.y1, update.x2, update.y2);
}
/* reset update block variables */
update.x1 = MAX_INT;
update.y1 = MAX_INT;
update.x2 = 0;
update.y2 = 0;
}
/**
* Updates a block of the framebuffer with contents of the AGI engine screen.
* This function updates a block in the output device with the contents of
* the AGI engine screen, handling console transparency.
* @param x1 x coordinate of the upper left corner of the block
* @param y1 y coordinate of the upper left corner of the block
* @param x2 x coordinate of the lower right corner of the block
* @param y2 y coordinate of the lower right corner of the block
*
* @see flush_block_a()
*/
void flush_block(int x1, int y1, int x2, int y2) {
int y, w;
uint8 *p0;
schedule_update(x1, y1, x2, y2);
p0 = &agi_screen[x1 + y1 * GFX_WIDTH];
w = x2 - x1 + 1;
for (y = y1; y <= y2; y++) {
put_pixels(x1, y, w, p0);
p0 += GFX_WIDTH;
}
}
/**
* Updates a block of the framebuffer receiving AGI picture coordinates.
* @param x1 x AGI picture coordinate of the upper left corner of the block
* @param y1 y AGI picture coordinate of the upper left corner of the block
* @param x2 x AGI picture coordinate of the lower right corner of the block
* @param y2 y AGI picture coordinate of the lower right corner of the block
*
* @see flush_block()
*/
void flush_block_a(int x1, int y1, int x2, int y2) {
//y1 += 8;
//y2 += 8;
flush_block(DEV_X0(x1), DEV_Y(y1), DEV_X1(x2), DEV_Y(y2));
}
/**
* Updates the framebuffer with contents of the AGI engine screen (console-aware).
* This function updates the output device with the contents of the AGI
* screen, handling console transparency.
*/
void flush_screen() {
flush_block(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
}
/**
* Clear the output device screen (console-aware).
* This function clears the output device screen and updates the
* output device. Contents of the AGI screen are left untouched. This
* function can be used to simulate a switch to a text mode screen in
* a graphic-only device.
* @param c color to clear the screen
*/
void clear_screen(int c) {
memset(agi_screen, c, GFX_WIDTH * GFX_HEIGHT);
flush_screen();
}
#ifdef USE_CONSOLE
/**
* Clear the console screen.
* This function clears the top n lines of the console screen.
* @param n number of lines to clear (in pixels)
*/
void clear_console_screen(int n) {
memset(console_screen + n * GFX_WIDTH, 0, (GFX_HEIGHT - n) * GFX_WIDTH);
}
#endif
/**
* Save a block of the AGI engine screen
*/
void save_block(int x1, int y1, int x2, int y2, uint8 *b) {
uint8 *p0;
int w, h;
p0 = &agi_screen[x1 + GFX_WIDTH * y1];
w = x2 - x1 + 1;
h = y2 - y1 + 1;
while (h--) {
memcpy(b, p0, w);
b += w;
p0 += GFX_WIDTH;
}
}
/**
* Restore a block of the AGI engine screen
*/
void restore_block(int x1, int y1, int x2, int y2, uint8 *b) {
uint8 *p0;
int w, h;
p0 = &agi_screen[x1 + GFX_WIDTH * y1];
w = x2 - x1 + 1;
h = y2 - y1 + 1;
while (h--) {
memcpy(p0, b, w);
b += w;
p0 += GFX_WIDTH;
}
flush_block(x1, y1, x2, y2);
}
} // End of namespace Agi