mirror of
https://github.com/libretro/scummvm.git
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a7d7e6eb7a
svn-id: r13959
118 lines
3.4 KiB
C++
118 lines
3.4 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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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/driver/d_draw.h"
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#include "sword2/driver/menu.h"
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namespace Sword2 {
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/**
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* Tell updateDisplay() that the scene needs to be completely updated.
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*/
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void Graphics::setNeedFullRedraw(void) {
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_needFullRedraw = true;
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}
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/**
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* Mark an area of the screen as dirty, first generation.
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*/
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void Graphics::markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1) {
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int16 gridX0 = x0 / CELLWIDE;
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int16 gridY0 = y0 / CELLDEEP;
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int16 gridX1 = x1 / CELLWIDE;
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int16 gridY1 = y1 / CELLDEEP;
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for (int16 i = gridY0; i <= gridY1; i++)
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for (int16 j = gridX0; j <= gridX1; j++)
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_dirtyGrid[i * _gridWide + j] = 2;
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}
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/**
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* This function has two purposes: It redraws the scene, and it handles input
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* events, palette fading, etc. It should be called at a high rate (> 20 per
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* second), but the scene is usually only redrawn about 12 times per second,
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* except when then screen is scrolling.
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*
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* @param redrawScene If true, redraw the scene.
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*/
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void Graphics::updateDisplay(bool redrawScene) {
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_vm->parseEvents();
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fadeServer();
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if (redrawScene) {
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int i;
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// Note that the entire scene is always rendered, which is less
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// than optimal, but at least we can try to be intelligent
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// about updating the screen afterwards.
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if (_needFullRedraw) {
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// Update the entire screen. This is necessary when
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// scrolling, fading, etc.
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_vm->_system->copyRectToScreen(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
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_needFullRedraw = false;
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} else {
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// Update only the dirty areas of the screen
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int j, x, y;
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int stripWide;
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for (i = 0; i < _gridDeep; i++) {
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stripWide = 0;
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for (j = 0; j < _gridWide; j++) {
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if (_dirtyGrid[i * _gridWide + j]) {
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stripWide++;
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} else if (stripWide) {
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x = CELLWIDE * (j - stripWide);
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y = CELLDEEP * i;
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_vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
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stripWide = 0;
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}
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}
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if (stripWide) {
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x = CELLWIDE * (j - stripWide);
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y = CELLDEEP * i;
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_vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
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stripWide = 0;
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}
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}
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}
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// Age the dirty cells one generation. This way we keep track
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// of both the cells that were updated this time, and the ones
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// that were updated the last time.
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for (i = 0; i < _gridWide * _gridDeep; i++)
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_dirtyGrid[i] >>= 1;
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}
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// We always need to update because of fades, menu animations, etc.
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_vm->_system->updateScreen();
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}
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} // End of namespace Sword2
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