mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 12:39:56 +00:00
285 lines
7.7 KiB
C++
285 lines
7.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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// Main rendering loop
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#include "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/font.h"
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#include "saga/gfx.h"
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#include "saga/interface.h"
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#include "saga/objectmap.h"
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#include "saga/puzzle.h"
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#include "saga/render.h"
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#include "saga/scene.h"
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#include "common/timer.h"
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#include "common/system.h"
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namespace Saga {
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const char *test_txt = "The quick brown fox jumped over the lazy dog. She sells sea shells down by the sea shore.";
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const char *pauseStringITE = "PAWS GAME";
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const char *pauseStringIHNM = "Game Paused";
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Render::Render(SagaEngine *vm, OSystem *system) {
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_vm = vm;
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_system = system;
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_initialized = false;
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_fullRefresh = true;
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#ifdef SAGA_DEBUG
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// Initialize FPS timer callback
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_vm->getTimerManager()->installTimerProc(&fpsTimerCallback, 1000000, this);
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#endif
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_backGroundSurface.create(_vm->getDisplayInfo().width, _vm->getDisplayInfo().height, Graphics::PixelFormat::createFormatCLUT8());
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_flags = 0;
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_initialized = true;
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}
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Render::~Render() {
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#ifdef SAGA_DEBUG
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_vm->getTimerManager()->removeTimerProc(&fpsTimerCallback);
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#endif
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_backGroundSurface.free();
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_initialized = false;
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}
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bool Render::initialized() {
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return _initialized;
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}
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void Render::drawScene() {
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Point mousePoint;
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Point textPoint;
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int curMode = _vm->_interface->getMode();
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assert(_initialized);
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#ifdef SAGA_DEBUG
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_renderedFrameCount++;
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#endif
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// Get mouse coordinates
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mousePoint = _vm->mousePos();
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if (!_fullRefresh)
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restoreChangedRects();
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else
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_dirtyRects.clear();
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if (!(_flags & (RF_DEMO_SUBST | RF_MAP) || curMode == kPanelPlacard)) {
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if (_vm->_interface->getFadeMode() != kFadeOut) {
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// Display scene background
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if (!(_flags & RF_DISABLE_ACTORS) || _vm->getGameId() == GID_ITE)
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_vm->_scene->draw();
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if (_vm->_scene->isITEPuzzleScene()) {
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_vm->_puzzle->movePiece(mousePoint);
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_vm->_actor->drawSpeech();
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} else {
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// Draw queued actors
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if (!(_flags & RF_DISABLE_ACTORS))
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_vm->_actor->drawActors();
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}
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// WORKAROUND
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// Bug #2886130: "ITE: Graphic Glitches during Cat Tribe Celebration"
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if (_vm->_scene->currentSceneNumber() == 274) {
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_vm->_interface->drawStatusBar();
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}
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#ifdef SAGA_DEBUG
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if (getFlags() & RF_OBJECTMAP_TEST) {
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if (_vm->_scene->_objectMap)
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_vm->_scene->_objectMap->draw(mousePoint, kITEColorBrightWhite, kITEColorBlack);
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if (_vm->_scene->_actionMap)
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_vm->_scene->_actionMap->draw(mousePoint, kITEColorRed, kITEColorBlack);
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}
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#endif
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#ifdef ACTOR_DEBUG
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if (getFlags() & RF_ACTOR_PATH_TEST) {
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_vm->_actor->drawPathTest();
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}
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#endif
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}
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} else {
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_fullRefresh = true;
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}
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if (_flags & RF_MAP)
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_vm->_interface->mapPanelDrawCrossHair();
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if ((curMode == kPanelOption) ||
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(curMode == kPanelQuit) ||
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(curMode == kPanelLoad) ||
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(curMode == kPanelSave)) {
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_vm->_interface->drawOption();
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if (curMode == kPanelQuit) {
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_vm->_interface->drawQuit();
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}
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if (curMode == kPanelLoad) {
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_vm->_interface->drawLoad();
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}
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if (curMode == kPanelSave) {
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_vm->_interface->drawSave();
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}
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}
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if (curMode == kPanelProtect) {
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_vm->_interface->drawProtect();
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}
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// Draw queued text strings
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_vm->_scene->drawTextList();
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// Handle user input
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_vm->processInput();
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#ifdef SAGA_DEBUG
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// Display rendering information
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if (_flags & RF_SHOW_FPS) {
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char txtBuffer[20];
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sprintf(txtBuffer, "%d", _fps);
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textPoint.x = _vm->_gfx->getBackBufferWidth() - _vm->_font->getStringWidth(kKnownFontSmall, txtBuffer, 0, kFontOutline);
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textPoint.y = 2;
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_vm->_font->textDraw(kKnownFontSmall, txtBuffer, textPoint, kITEColorBrightWhite, kITEColorBlack, kFontOutline);
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}
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#endif
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// Display "paused game" message, if applicable
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if (_flags & RF_RENDERPAUSE) {
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const char *pauseString = (_vm->getGameId() == GID_ITE) ? pauseStringITE : pauseStringIHNM;
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textPoint.x = (_vm->_gfx->getBackBufferWidth() - _vm->_font->getStringWidth(kKnownFontPause, pauseString, 0, kFontOutline)) / 2;
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textPoint.y = 90;
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_vm->_font->textDraw(kKnownFontPause, pauseString, textPoint,
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_vm->KnownColor2ColorId(kKnownColorBrightWhite), _vm->KnownColor2ColorId(kKnownColorBlack), kFontOutline);
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}
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// Update user interface
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_vm->_interface->update(mousePoint, UPDATE_MOUSEMOVE);
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#ifdef SAGA_DEBUG
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// Display text formatting test, if applicable
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if (_flags & RF_TEXT_TEST) {
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Rect rect(mousePoint.x, mousePoint.y, mousePoint.x + 100, mousePoint.y + 50);
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_vm->_font->textDrawRect(kKnownFontMedium, test_txt, rect,
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kITEColorBrightWhite, kITEColorBlack, (FontEffectFlags)(kFontOutline | kFontCentered));
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}
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// Display palette test, if applicable
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if (_flags & RF_PALETTE_TEST) {
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_vm->_gfx->drawPalette();
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}
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#endif
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drawDirtyRects();
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_system->updateScreen();
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// TODO: Change this to false to use dirty rectangles
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// Still quite buggy
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_fullRefresh = true;
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}
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void Render::addDirtyRect(Common::Rect r) {
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if (_fullRefresh)
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return;
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// Clip rectangle
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r.clip(_backGroundSurface.w, _backGroundSurface.h);
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// If it is empty after clipping, we are done
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if (r.isEmpty())
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return;
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// Check if the new rectangle is contained within another in the list
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Common::List<Common::Rect>::iterator it;
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for (it = _dirtyRects.begin(); it != _dirtyRects.end(); ) {
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// If we find a rectangle which fully contains the new one,
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// we can abort the search.
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if (it->contains(r))
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return;
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// Conversely, if we find rectangles which are contained in
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// the new one, we can remove them
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if (r.contains(*it))
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it = _dirtyRects.erase(it);
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else
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++it;
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}
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// If we got here, we can safely add r to the list of dirty rects.
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if (_vm->_interface->getFadeMode() != kFadeOut)
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_dirtyRects.push_back(r);
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}
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void Render::restoreChangedRects() {
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if (!_fullRefresh) {
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Common::List<Common::Rect>::const_iterator it;
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for (it = _dirtyRects.begin(); it != _dirtyRects.end(); ++it) {
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//_backGroundSurface.frameRect(*it, 1); // DEBUG
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if (_vm->_interface->getFadeMode() != kFadeOut)
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g_system->copyRectToScreen(_vm->_gfx->getBackBufferPixels(), _backGroundSurface.w, it->left, it->top, it->width(), it->height());
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}
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}
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_dirtyRects.clear();
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}
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void Render::drawDirtyRects() {
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if (!_fullRefresh) {
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Common::List<Common::Rect>::const_iterator it;
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for (it = _dirtyRects.begin(); it != _dirtyRects.end(); ++it) {
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//_backGroundSurface.frameRect(*it, 2); // DEBUG
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if (_vm->_interface->getFadeMode() != kFadeOut)
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g_system->copyRectToScreen(_vm->_gfx->getBackBufferPixels(), _backGroundSurface.w, it->left, it->top, it->width(), it->height());
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}
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} else {
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_system->copyRectToScreen(_vm->_gfx->getBackBufferPixels(), _vm->_gfx->getBackBufferWidth(), 0, 0,
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_vm->_gfx->getBackBufferWidth(), _vm->_gfx->getBackBufferHeight());
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}
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_dirtyRects.clear();
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}
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#ifdef SAGA_DEBUG
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void Render::fpsTimerCallback(void *refCon) {
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((Render *)refCon)->fpsTimer();
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}
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void Render::fpsTimer() {
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_fps = _renderedFrameCount;
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_renderedFrameCount = 0;
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}
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#endif
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} // End of namespace Saga
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