mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 02:11:38 +00:00
af945ac788
svn-id: r35196
262 lines
7.2 KiB
C++
262 lines
7.2 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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* $URL$
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* $Id$
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*
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* Background handling code.
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*/
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#include "tinsel/background.h"
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#include "tinsel/cliprect.h" // object clip rect defs
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#include "tinsel/graphics.h"
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#include "tinsel/sched.h" // process sheduler defs
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#include "tinsel/object.h"
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#include "tinsel/pid.h" // process identifiers
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#include "tinsel/tinsel.h"
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namespace Tinsel {
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// current background
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BACKGND *pCurBgnd = NULL;
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// FIXME: Not yet used
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static bool bEntireRedraw;
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/**
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* Called to initialise a background.
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* @param pBgnd Pointer to data struct for current background
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*/
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void InitBackground(BACKGND *pBgnd) {
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int i; // playfield counter
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PLAYFIELD *pPlayfield; // pointer to current playfield
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// set current background
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pCurBgnd = pBgnd;
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// init background sky colour
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SetBgndColour(pBgnd->rgbSkyColour);
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// start of playfield array
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pPlayfield = pBgnd->fieldArray;
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// for each background playfield
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for (i = 0; i < pBgnd->numPlayfields; i++, pPlayfield++) {
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// init playfield pos
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pPlayfield->fieldX = intToFrac(pBgnd->ptInitWorld.x);
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pPlayfield->fieldY = intToFrac(pBgnd->ptInitWorld.y);
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// no scrolling
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pPlayfield->fieldXvel = intToFrac(0);
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pPlayfield->fieldYvel = intToFrac(0);
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// clear playfield display list
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pPlayfield->pDispList = NULL;
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// clear playfield moved flag
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pPlayfield->bMoved = false;
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}
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}
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/**
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* Sets the xy position of the specified playfield in the current background.
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* @param which Which playfield
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* @param newXpos New x position
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* @param newYpos New y position
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*/
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void PlayfieldSetPos(int which, int newXpos, int newYpos) {
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PLAYFIELD *pPlayfield; // pointer to relavent playfield
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// make sure there is a background
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assert(pCurBgnd != NULL);
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// make sure the playfield number is in range
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assert(which >= 0 && which < pCurBgnd->numPlayfields);
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// get playfield pointer
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pPlayfield = pCurBgnd->fieldArray + which;
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// set new integer position
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pPlayfield->fieldX = intToFrac(newXpos);
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pPlayfield->fieldY = intToFrac(newYpos);
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// set moved flag
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pPlayfield->bMoved = true;
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}
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/**
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* Returns the xy position of the specified playfield in the current background.
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* @param which Which playfield
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* @param pXpos Returns current x position
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* @param pYpos Returns current y position
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*/
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void PlayfieldGetPos(int which, int *pXpos, int *pYpos) {
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PLAYFIELD *pPlayfield; // pointer to relavent playfield
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// make sure there is a background
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assert(pCurBgnd != NULL);
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// make sure the playfield number is in range
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assert(which >= 0 && which < pCurBgnd->numPlayfields);
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// get playfield pointer
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pPlayfield = pCurBgnd->fieldArray + which;
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// get current integer position
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*pXpos = fracToInt(pPlayfield->fieldX);
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*pYpos = fracToInt(pPlayfield->fieldY);
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}
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/**
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* Returns the x position of the centre of the specified playfield
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* @param which Which playfield
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*/
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int PlayfieldGetCentreX(int which) {
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PLAYFIELD *pPlayfield; // pointer to relavent playfield
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// make sure there is a background
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assert(pCurBgnd != NULL);
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// make sure the playfield number is in range
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assert(which >= 0 && which < pCurBgnd->numPlayfields);
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// get playfield pointer
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pPlayfield = pCurBgnd->fieldArray + which;
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// get current integer position
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return fracToInt(pPlayfield->fieldX) + SCREEN_WIDTH/2;
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}
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/**
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* Returns the display list for the specified playfield.
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* @param which Which playfield
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*/
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OBJECT *GetPlayfieldList(int which) {
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PLAYFIELD *pPlayfield; // pointer to relavent playfield
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// make sure there is a background
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assert(pCurBgnd != NULL);
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// make sure the playfield number is in range
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assert(which >= 0 && which < pCurBgnd->numPlayfields);
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// get playfield pointer
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pPlayfield = pCurBgnd->fieldArray + which;
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// return the display list pointer for this playfield
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return (OBJECT *)&pPlayfield->pDispList;
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}
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/**
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* Draws all the playfield object lists for the current background.
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* The playfield velocity is added to the playfield position in order
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* to scroll each playfield before it is drawn.
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*/
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void DrawBackgnd(void) {
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int i; // playfield counter
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PLAYFIELD *pPlay; // playfield pointer
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int prevX, prevY; // save interger part of position
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Common::Point ptWin; // window top left
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if (pCurBgnd == NULL)
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return; // no current background
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// scroll each background playfield
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for (i = 0; i < pCurBgnd->numPlayfields; i++) {
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// get pointer to correct playfield
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pPlay = pCurBgnd->fieldArray + i;
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// save integer part of position
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prevX = fracToInt(pPlay->fieldX);
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prevY = fracToInt(pPlay->fieldY);
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// update scrolling
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pPlay->fieldX += pPlay->fieldXvel;
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pPlay->fieldY += pPlay->fieldYvel;
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// convert fixed point window pos to a int
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ptWin.x = fracToInt(pPlay->fieldX);
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ptWin.y = fracToInt(pPlay->fieldY);
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// set the moved flag if the playfield has moved
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if (prevX != ptWin.x || prevY != ptWin.y)
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pPlay->bMoved = true;
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// sort the display list for this background - just in case somebody has changed object Z positions
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SortObjectList((OBJECT *)&pPlay->pDispList);
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// generate clipping rects for all objects that have moved etc.
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FindMovingObjects((OBJECT *)&pPlay->pDispList, &ptWin,
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&pPlay->rcClip, false, pPlay->bMoved);
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// clear playfield moved flag
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pPlay->bMoved = false;
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}
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// merge the clipping rectangles
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MergeClipRect();
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// redraw all playfields within the clipping rectangles
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const RectList &clipRects = GetClipRects();
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for (RectList::const_iterator r = clipRects.begin(); r != clipRects.end(); ++r) {
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// clear the clip rectangle on the virtual screen
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// for each background playfield
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for (i = 0; i < pCurBgnd->numPlayfields; i++) {
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Common::Rect rcPlayClip; // clip rect for this playfield
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// get pointer to correct playfield
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pPlay = pCurBgnd->fieldArray + i;
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// convert fixed point window pos to a int
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ptWin.x = fracToInt(pPlay->fieldX);
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ptWin.y = fracToInt(pPlay->fieldY);
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if (IntersectRectangle(rcPlayClip, pPlay->rcClip, *r))
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// redraw all objects within this clipping rect
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UpdateClipRect((OBJECT *)&pPlay->pDispList,
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&ptWin, &rcPlayClip);
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}
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}
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// transfer any new palettes to the video DAC
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PalettesToVideoDAC();
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// update the screen within the clipping rectangles
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for (RectList::const_iterator r = clipRects.begin(); r != clipRects.end(); ++r) {
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UpdateScreenRect(*r);
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}
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// delete all the clipping rectangles
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ResetClipRect();
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}
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void ForceEntireRedraw(void) {
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bEntireRedraw = true;
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}
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} // end of namespace Tinsel
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