scummvm/engines/zvision/zvision.cpp
richiesams 4288c4fa0e ZVISION: Remove unnecessary pixel format switching from video code
This is part of a series of commits converting all game assets to RBG 565 from
RBG 555. The argument is that certain backends do not support RGB 555. AVI
videos are already in RGB 565, so we just need to remove the code that switched
the pixelFormat during videos.
2013-09-24 13:59:38 +02:00

243 lines
7.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/textconsole.h"
#include "common/error.h"
#include "common/system.h"
#include "common/file.h"
#include "engines/util.h"
#include "audio/mixer.h"
#include "zvision/zvision.h"
#include "zvision/console.h"
#include "zvision/script_manager.h"
#include "zvision/render_manager.h"
#include "zvision/cursor_manager.h"
#include "zvision/zfs_archive.h"
#include "zvision/detection.h"
#include "zvision/utility.h"
namespace ZVision {
ZVision::ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc)
: Engine(syst),
_gameDescription(gameDesc),
_workingWindow((WINDOW_WIDTH - WORKING_WINDOW_WIDTH) / 2, (WINDOW_HEIGHT - WORKING_WINDOW_HEIGHT) / 2, ((WINDOW_WIDTH - WORKING_WINDOW_WIDTH) / 2) + WORKING_WINDOW_WIDTH, ((WINDOW_HEIGHT - WORKING_WINDOW_HEIGHT) / 2) + WORKING_WINDOW_HEIGHT),
_pixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0), /*RGB 565*/
_desiredFrameTime(33), /* ~30 fps */
_clock(_system) {
// Put your engine in a sane state, but do nothing big yet;
// in particular, do not load data from files; rather, if you
// need to do such things, do them from run().
// Do not initialize graphics here
// Here is the right place to set up the engine specific debug channels
//DebugMan.addDebugChannel(kZVisionDebugExample, "example", "this is just an example for a engine specific debug channel");
//DebugMan.addDebugChannel(kZVisionDebugExample2, "example2", "also an example");
// Register random source
_rnd = new Common::RandomSource("zvision");
// Create managers
_scriptManager = new ScriptManager(this);
_renderManager = new RenderManager(_system, _workingWindow, _pixelFormat);
debug("ZVision::ZVision");
}
ZVision::~ZVision() {
debug("ZVision::~ZVision");
// Dispose of resources
delete _console;
delete _cursorManager;
delete _renderManager;
delete _scriptManager;
delete _rnd;
// Remove all of our debug levels
DebugMan.clearAllDebugChannels();
}
void ZVision::initialize() {
const Common::FSNode gameDataDir(ConfMan.get("path"));
// TODO: There are 10 file clashes when we flatten the directories. From a quick look, the files are exactly the same, so it shouldn't matter. But I'm noting it here just in-case it does become a problem.
SearchMan.addSubDirectoryMatching(gameDataDir, "data1", 0, 4, true);
SearchMan.addSubDirectoryMatching(gameDataDir, "data2", 0, 4, true);
SearchMan.addSubDirectoryMatching(gameDataDir, "data3", 0, 4, true);
SearchMan.addSubDirectoryMatching(gameDataDir, "zassets1", 0, 2, true);
SearchMan.addSubDirectoryMatching(gameDataDir, "zassets2", 0, 2, true);
SearchMan.addSubDirectoryMatching(gameDataDir, "znemmx", 0, 1, true);
SearchMan.addSubDirectoryMatching(gameDataDir, "zgi", 0, 4, true);
// Find zfs archive files
Common::ArchiveMemberList list;
SearchMan.listMatchingMembers(list, "*.zfs");
// Register the file entries within the zfs archives with the SearchMan
for (Common::ArchiveMemberList::iterator iter = list.begin(); iter != list.end(); ++iter) {
Common::String name = (*iter)->getName();
Common::SeekableReadStream *stream = (*iter)->createReadStream();
ZfsArchive *archive = new ZfsArchive(name, stream);
delete stream;
SearchMan.add(name, archive);
}
initGraphics(WINDOW_WIDTH, WINDOW_HEIGHT, true, &_pixelFormat);
// CursorManager must be created after all the directories have been added
_cursorManager = new CursorManager(this, &_pixelFormat);
_cursorManager->initialize();
_scriptManager->initialize();
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
}
Common::Error ZVision::run() {
initialize();
// Main loop
while (!shouldQuit()) {
_clock.update();
uint32 currentTime = _clock.getLastMeasuredTime();
uint32 deltaTime = _clock.getDeltaTime();
processEvents();
// Call _renderManager->update() first so the background renders
// before anything that puzzles/controls will render
_renderManager->update(deltaTime);
_scriptManager->update(deltaTime);
// Update the screen
_system->updateScreen();
// Calculate the frame delay based off a desired frame time
int delay = _desiredFrameTime - int32(_system->getMillis() - currentTime);
// Ensure non-negative
delay = delay < 0 ? 0 : delay;
_system->delayMillis(delay);
}
return Common::kNoError;
}
void ZVision::pauseEngineIntern(bool pause) {
_mixer->pauseAll(pause);
if (pause) {
_clock.stop();
} else {
_clock.start();
}
}
ScriptManager *ZVision::getScriptManager() const {
return _scriptManager;
}
RenderManager *ZVision::getRenderManager() const {
return _renderManager;
}
CursorManager *ZVision::getCursorManager() const {
return _cursorManager;
}
Common::RandomSource *ZVision::getRandomSource() const {
return _rnd;
}
ZVisionGameId ZVision::getGameId() const {
return _gameDescription->gameId;
}
void ZVision::cycleThroughCursors() {
Common::ArchiveMemberList list;
SearchMan.listMatchingMembers(list, "*.zcr");
Common::ArchiveMemberList::iterator iter = list.begin();
ZorkCursor cursor;
bool cursorChanged = false;
_system->showMouse(true);
bool done = false;
while (!done && !shouldQuit()) {
_clock.update();
uint32 currentTime = _clock.getLastMeasuredTime();
while (_eventMan->pollEvent(_event)) {
if (_event.type == Common::EVENT_KEYDOWN) {
switch (_event.kbd.keycode) {
case Common::KEYCODE_LEFT:
--iter;
cursorChanged = true;
break;
case Common::KEYCODE_RIGHT:
++iter;
cursorChanged = true;
break;
case Common::KEYCODE_RETURN:
debug("%s", (*iter)->getName().c_str());
break;
case Common::KEYCODE_ESCAPE:
done = true;
break;
default:
break;
}
}
}
if (cursorChanged) {
cursor = ZorkCursor((*iter)->getName());
_system->setMouseCursor(cursor.getSurface(), cursor.getWidth(), cursor.getHeight(), cursor.getHotspotX(), cursor.getHotspotY(), cursor.getHeight(), true, &_pixelFormat);
cursorChanged = false;
}
_system->updateScreen();
// Calculate the frame delay based off a desired frame time
int delay = _desiredFrameTime - int32(_system->getMillis() - currentTime);
// Ensure non-negative
delay = delay < 0 ? 0 : delay;
_system->delayMillis(delay);
}
}
} // End of namespace ZVision