scummvm/engines/sword25/gfx/dynamicbitmap.cpp
2010-10-12 22:53:49 +00:00

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6.5 KiB
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/* 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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/gfx/dynamicbitmap.h"
#include "sword25/gfx/bitmapresource.h"
#include "sword25/package/packagemanager.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include <vector>
namespace Sword25 {
// -----------------------------------------------------------------------------
// Logging
// -----------------------------------------------------------------------------
#define BS_LOG_PREFIX "DYNAMICBITMAP"
// -----------------------------------------------------------------------------
// Konstruktion / Destruktion
// -----------------------------------------------------------------------------
DynamicBitmap::DynamicBitmap(RenderObjectPtr<RenderObject> ParentPtr, unsigned int Width, unsigned int Height) :
Bitmap(ParentPtr, TYPE_DYNAMICBITMAP) {
// Das BS_Bitmap konnte nicht erzeugt werden, daher muss an dieser Stelle abgebrochen werden.
if (!m_InitSuccess) return;
m_InitSuccess = CreateGLImage(Width, Height);
}
// -----------------------------------------------------------------------------
DynamicBitmap::DynamicBitmap(BS_InputPersistenceBlock &Reader, RenderObjectPtr<RenderObject> ParentPtr, unsigned int Handle) :
Bitmap(ParentPtr, TYPE_DYNAMICBITMAP, Handle) {
m_InitSuccess = Unpersist(Reader);
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::CreateGLImage(unsigned int Width, unsigned int Height) {
// GLImage mit den gew<65>nschten Ma<4D>en erstellen
bool Result;
m_Image.reset(new GLImage(Width, Height, Result));
m_OriginalWidth = m_Width = Width;
m_OriginalHeight = m_Height = Height;
return Result;
}
// -----------------------------------------------------------------------------
DynamicBitmap::~DynamicBitmap() {
}
// -----------------------------------------------------------------------------
unsigned int DynamicBitmap::GetPixel(int X, int Y) const {
BS_ASSERT(X >= 0 && X < m_Width);
BS_ASSERT(Y >= 0 && Y < m_Height);
return m_Image->GetPixel(X, Y);
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::DoRender() {
// Framebufferobjekt holen
GraphicEngine *pGfx = static_cast<GraphicEngine *>(BS_Kernel::GetInstance()->GetService("gfx"));
BS_ASSERT(pGfx);
// Bitmap zeichnen
bool Result;
if (m_ScaleFactorX == 1.0f && m_ScaleFactorY == 1.0f) {
Result = m_Image->Blit(m_AbsoluteX, m_AbsoluteY,
(m_FlipV ? BitmapResource::FLIP_V : 0) |
(m_FlipH ? BitmapResource::FLIP_H : 0),
0, m_ModulationColor, -1, -1);
} else {
Result = m_Image->Blit(m_AbsoluteX, m_AbsoluteY,
(m_FlipV ? BitmapResource::FLIP_V : 0) |
(m_FlipH ? BitmapResource::FLIP_H : 0),
0, m_ModulationColor, m_Width, m_Height);
}
return Result;
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::SetContent(const byte *Pixeldata, uint size, unsigned int Offset, unsigned int Stride) {
return m_Image->SetContent(Pixeldata, size, Offset, Stride);
}
// -----------------------------------------------------------------------------
// Auskunftsmethoden
// -----------------------------------------------------------------------------
bool DynamicBitmap::IsScalingAllowed() const {
return m_Image->IsScalingAllowed();
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::IsAlphaAllowed() const {
return m_Image->IsAlphaAllowed();
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::IsColorModulationAllowed() const {
return m_Image->IsColorModulationAllowed();
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::IsSetContentAllowed() const {
return true;
}
// -----------------------------------------------------------------------------
// Persistenz
// -----------------------------------------------------------------------------
bool DynamicBitmap::Persist(BS_OutputPersistenceBlock &Writer) {
bool Result = true;
Result &= Bitmap::Persist(Writer);
// Bilddaten werden nicht gespeichert. Dies ist auch nicht weiter von bedeutung, da BS_DynamicBitmap nur vom Videoplayer benutzt wird.
// W<>hrend ein Video abl<62>uft kann niemals gespeichert werden. BS_DynamicBitmap kann nur der Vollst<73>ndigkeit halber persistiert werden.
BS_LOG_WARNINGLN("Persisting a BS_DynamicBitmap. Bitmap content is not persisted.");
Result &= RenderObject::PersistChildren(Writer);
return Result;
}
bool DynamicBitmap::Unpersist(BS_InputPersistenceBlock &Reader) {
bool Result = true;
Result &= Bitmap::Unpersist(Reader);
// Ein BS_GLImage mit den gespeicherten Ma<4D>en erstellen.
Result &= CreateGLImage(m_Width, m_Height);
// Bilddaten werden nicht gespeichert (s.o.).
BS_LOG_WARNINGLN("Unpersisting a BS_DynamicBitmap. Bitmap contents are missing.");
// Bild mit durchsichtigen Bilddaten initialisieren.
byte *TransparentImageData = (byte *)calloc(m_Width * m_Height * 4, 1);
m_Image->SetContent(TransparentImageData, m_Width * m_Height);
free(TransparentImageData);
Result &= RenderObject::UnpersistChildren(Reader);
return Reader.IsGood() && Result;
}
} // End of namespace Sword25