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One of the changes, I'm not quite sure about: buildDisplay() used to open and close the _thisScreen.background_layer_id resource for each layer it processed. In particular, it used to "release the screen resource before cacheing the sprites". I have no idea why, because I can't see any trace of a sprite cache, and I can't think of any harm in keeping the resource open during the whole render cycle. The resource is probably loaded into memory already anyway, though its reference counter may be 0. svn-id: r13401
243 lines
7.0 KiB
C++
243 lines
7.0 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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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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// high level layer initialising
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// the system supports:
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// 1 optional background parallax layer
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// 1 not optional normal backdrop layer
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// 3 normal sorted layers
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// up to 2 foreground parallax layers
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/logic.h"
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#include "sword2/resman.h"
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#include "sword2/driver/d_draw.h"
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namespace Sword2 {
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int32 Logic::fnInitBackground(int32 *params) {
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// this screen defines the size of the back buffer
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// params: 0 res id of normal background layer - cannot be 0
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// 1 1 yes 0 no for a new palette
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return _vm->initBackground(params[0], params[1]);
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}
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int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
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MultiScreenHeader *screenLayerTable;
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ScreenHeader *screen_head;
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LayerHeader *layer;
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SpriteInfo spriteInfo;
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uint8 *file;
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uint32 rv;
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debug(5, "CHANGED TO LOCATION \"%s\"", fetchObjectName(res));
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// stop all fx & clears the queue
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clearFxQueue();
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#ifdef _SWORD2_DEBUG
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debug(5, "fnInitBackground(%d)", res);
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if (!res) {
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error("ERROR: fnInitBackground cannot have 0 for background layer id!");
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}
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#endif
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// if the screen is still fading down then wait for black
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_graphics->waitForFade();
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// if last screen was using a shading mask (see below)
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if (_thisScreen.mask_flag) {
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rv = _graphics->closeLightMask();
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if (rv)
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error("Driver Error %.8x", rv);
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}
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// New stuff for faster screen drivers
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// for drivers: close the previous screen if one is open
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if (_thisScreen.background_layer_id)
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_graphics->closeBackgroundLayer();
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_thisScreen.background_layer_id = res;
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_thisScreen.new_palette = new_palette;
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// ok, now read the resource and pull out all the normal sort layer
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// info/and set them up at the beginning of the sort list - why do it
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// each cycle
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// file points to 1st byte in the layer file
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file = _resman->openResource(_thisScreen.background_layer_id);
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screen_head = fetchScreenHeader(file);
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// set number of special sort layers
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_thisScreen.number_of_layers = screen_head->noLayers;
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_thisScreen.screen_wide = screen_head->width;
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_thisScreen.screen_deep = screen_head->height;
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debug(5, "res test layers=%d width=%d depth=%d", screen_head->noLayers, screen_head->width, screen_head->height);
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// initialise the driver back buffer
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_graphics->setLocationMetrics(screen_head->width, screen_head->height);
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if (screen_head->noLayers) {
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for (int i = 0; i < screen_head->noLayers; i++) {
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// get layer header for layer i
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layer = fetchLayerHeader(file, i);
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// add into the sort list
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// need this for sorting - but leave the rest blank,
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// we'll take from the header at print time
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_sortList[i].sort_y = layer->y + layer->height;
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// signifies a layer
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_sortList[i].layer_number = i + 1;
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debug(5, "init layer %d", i);
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}
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}
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// using the screen size setup the scrolling variables
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// if layer is larger than physical screen
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if (screen_head->width > _graphics->_screenWide || screen_head->height > _graphics->_screenDeep) {
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// switch on scrolling (2 means first time on screen)
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_thisScreen.scroll_flag = 2;
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// note, if we've already set the player up then we could do
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// the initial scroll set here
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// reset scroll offsets
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_thisScreen.scroll_offset_x = 0;
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_thisScreen.scroll_offset_y = 0;
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// calc max allowed offsets (to prevent scrolling off edge) -
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// MOVE TO NEW_SCREEN in GTM_CORE.C !!
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// NB. min scroll offsets are both zero
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_thisScreen.max_scroll_offset_x = screen_head->width - _graphics->_screenWide;
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// 'screenDeep' includes the menu's, so take away 80 pixels
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_thisScreen.max_scroll_offset_y = screen_head->height - (_graphics->_screenDeep - (RDMENU_MENUDEEP * 2));
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} else {
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// layer fits on physical screen - scrolling not required
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_thisScreen.scroll_flag = 0; // switch off scrolling
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_thisScreen.scroll_offset_x = 0; // reset scroll offsets
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_thisScreen.scroll_offset_y = 0;
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}
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// no inter-cycle scroll between new screens (see setScrollTarget in
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// build display)
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_graphics->resetRenderEngine();
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// these are the physical screen coords where the system
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// will try to maintain George's actual feet coords
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_thisScreen.feet_x = 320;
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_thisScreen.feet_y = 340;
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// shading mask
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screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
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if (screenLayerTable->maskOffset) {
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spriteInfo.x = 0;
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spriteInfo.y = 0;
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spriteInfo.w = screen_head->width;
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spriteInfo.h = screen_head->height;
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spriteInfo.scale = 0;
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spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
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spriteInfo.type = 0;
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spriteInfo.blend = 0;
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spriteInfo.data = fetchShadingMask(file);
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spriteInfo.colourTable = 0;
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rv = _graphics->openLightMask(&spriteInfo);
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if (rv)
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error("Driver Error %.8x", rv);
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// so we know to close it later! (see above)
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_thisScreen.mask_flag = 1;
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} else {
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// no need to close a mask later
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_thisScreen.mask_flag = 0;
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}
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// close the screen file
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_resman->closeResource(_thisScreen.background_layer_id);
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setUpBackgroundLayers();
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debug(5, "end init");
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return 1;
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}
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// called from fnInitBackground and also from control panel
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void Sword2Engine::setUpBackgroundLayers(void) {
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MultiScreenHeader *screenLayerTable;
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ScreenHeader *screen_head;
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uint8 *file;
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int i;
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// if we actually have a screen to initialise (in case not called from
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// control panel)
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if (_thisScreen.background_layer_id) {
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// open resource & set pointers to headers
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// file points to 1st byte in the layer file
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file = _resman->openResource(_thisScreen.background_layer_id);
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screen_head = fetchScreenHeader(file);
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screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
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// Background parallax layers
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for (i = 0; i < 2; i++) {
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if (screenLayerTable->bg_parallax[i])
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_graphics->initialiseBackgroundLayer(fetchBackgroundParallaxLayer(file, i));
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else
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_graphics->initialiseBackgroundLayer(NULL);
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}
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// Normal backround layer
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_graphics->initialiseBackgroundLayer(fetchBackgroundLayer(file));
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// Foreground parallax layers
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for (i = 0; i < 2; i++) {
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if (screenLayerTable->fg_parallax[i])
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_graphics->initialiseBackgroundLayer(fetchForegroundParallaxLayer(file, i));
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else
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_graphics->initialiseBackgroundLayer(NULL);
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}
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// close the screen file
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_resman->closeResource(_thisScreen.background_layer_id);
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}
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}
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} // End of namespace Sword2
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