mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-07 02:12:14 +00:00
181 lines
5.4 KiB
C++
181 lines
5.4 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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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "sword25/gfx/dynamicbitmap.h"
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#include "sword25/gfx/bitmapresource.h"
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#include "sword25/package/packagemanager.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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namespace Sword25 {
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DynamicBitmap::DynamicBitmap(RenderObjectPtr<RenderObject> parentPtr, uint width, uint height) :
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Bitmap(parentPtr, TYPE_DYNAMICBITMAP) {
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// The BS_BITMAP could not be created, so stop.
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if (!_initSuccess)
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return;
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_initSuccess = createRenderedImage(width, height);
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}
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DynamicBitmap::DynamicBitmap(InputPersistenceBlock &reader, RenderObjectPtr<RenderObject> parentPtr, uint handle) :
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Bitmap(parentPtr, TYPE_DYNAMICBITMAP, handle) {
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_initSuccess = unpersist(reader);
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}
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bool DynamicBitmap::createRenderedImage(uint width, uint height) {
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bool result = false;
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_image.reset(new RenderedImage(width, height, result));
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_originalWidth = _width = width;
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_originalHeight = _height = height;
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_image->setIsTransparent(false);
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_isSolid = true;
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return result;
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}
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DynamicBitmap::~DynamicBitmap() {
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}
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uint DynamicBitmap::getPixel(int x, int y) const {
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assert(x >= 0 && x < _width);
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assert(y >= 0 && y < _height);
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return _image->getPixel(x, y);
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}
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bool DynamicBitmap::doRender(RectangleList *updateRects) {
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// Get the frame buffer object
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GraphicEngine *pGfx = Kernel::getInstance()->getGfx();
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assert(pGfx);
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// Draw the bitmap
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bool result;
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if (_scaleFactorX == 1.0f && _scaleFactorY == 1.0f) {
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#if 1
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// This is what the game does originally, which can be
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// a bit slow when drawing videos, but it's not the main
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// bottleneck.
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result = _image->blit(_absoluteX, _absoluteY,
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(_flipV ? BitmapResource::FLIP_V : 0) |
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(_flipH ? BitmapResource::FLIP_H : 0),
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0, _modulationColor, -1, -1,
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updateRects);
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#else
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// WIP: A bit faster code
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// We don't need to check for transparency when drawing
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// videos, thus just copy the buffer contents directly.
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// This messes up the fire animation in the menu, for
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// some odd reason. It also makes the video colors a
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// bit lighter, resulting in a visible black border
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// around the typed letters in the intro (which are
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// drawn over a black border)
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_image->copyDirectly(_absoluteX, _absoluteY);
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#endif
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return true;
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} else {
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result = _image->blit(_absoluteX, _absoluteY,
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(_flipV ? BitmapResource::FLIP_V : 0) |
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(_flipH ? BitmapResource::FLIP_H : 0),
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0, _modulationColor, _width, _height,
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updateRects);
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}
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return result;
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}
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bool DynamicBitmap::setContent(const byte *pixeldata, uint size, uint offset, uint stride) {
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++_version; // Update version to display the new video image
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return _image->setContent(pixeldata, size, offset, stride);
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}
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bool DynamicBitmap::isScalingAllowed() const {
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return _image->isScalingAllowed();
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}
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bool DynamicBitmap::isAlphaAllowed() const {
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return _image->isAlphaAllowed();
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}
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bool DynamicBitmap::isColorModulationAllowed() const {
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return _image->isColorModulationAllowed();
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}
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bool DynamicBitmap::isSetContentAllowed() const {
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return true;
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}
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bool DynamicBitmap::persist(OutputPersistenceBlock &writer) {
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#if 0
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bool result = true;
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result &= Bitmap::persist(writer);
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// Image data is not saved. This is not important, since BS_DynamicBitmap is only used by the video player.
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// A video cannot be saved while it's being played. Only the state of a BS_DynamicBitmap can be persisted.
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warning("Persisting a BS_DynamicBitmap. Bitmap content is not persisted.");
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result &= RenderObject::persistChildren(writer);
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return result;
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#endif
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error("Request to persist a dynamic bitmap (video) - probably a bug");
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return true;
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}
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bool DynamicBitmap::unpersist(InputPersistenceBlock &reader) {
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#if 0
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bool result = true;
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result &= Bitmap::unpersist(reader);
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result &= createRenderedImage(_width, _height);
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warning("Unpersisting a BS_DynamicBitmap. Bitmap contents are missing.");
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// Initialize a transparent image.
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byte *transparentImageData = (byte *)calloc(_width * _height * 4, 1);
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_image->setContent(transparentImageData, _width * _height);
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free(transparentImageData);
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result &= RenderObject::unpersistChildren(reader);
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return reader.isGood() && result;
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#endif
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error("Request to unpersist a dynamic bitmap (video) - probably a corrupted saved game or a bug");
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}
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} // End of namespace Sword25
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