mirror of
https://github.com/libretro/scummvm.git
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212 lines
7.0 KiB
C++
212 lines
7.0 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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*/
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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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#define BS_LOG_PREFIX "GRAPHICENGINE"
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#include "sword25/gfx/image/image.h"
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#include "sword25/gfx/screenshot.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/gfx/graphicengine.h"
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namespace Lua {
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extern "C"
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{
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#include "sword25/util/lua/lua.h"
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#include "sword25/util/lua/lauxlib.h"
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}
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}
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namespace Sword25 {
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using namespace Lua;
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static const unsigned int FRAMETIME_SAMPLE_COUNT = 5; // Anzahl der Framezeiten über die, die Framezeit gemittelt wird
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GraphicEngine::GraphicEngine(Kernel *pKernel) :
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m_Width(0),
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m_Height(0),
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m_BitDepth(0),
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m_Windowed(0),
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m_LastTimeStamp((uint64) - 1), // max. BS_INT64 um beim ersten Aufruf von _UpdateLastFrameDuration() einen Reset zu erzwingen
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m_LastFrameDuration(0),
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m_TimerActive(true),
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m_FrameTimeSampleSlot(0),
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m_RepaintedPixels(0),
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ResourceService(pKernel) {
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m_FrameTimeSamples.resize(FRAMETIME_SAMPLE_COUNT);
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if (!RegisterScriptBindings())
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BS_LOG_ERRORLN("Script bindings could not be registered.");
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else
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BS_LOGLN("Script bindings registered.");
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}
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// -----------------------------------------------------------------------------
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void GraphicEngine::UpdateLastFrameDuration() {
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// Aktuelle Zeit holen
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uint64_t CurrentTime = Kernel::GetInstance()->GetMicroTicks();
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// Verstrichene Zeit seit letztem Frame berechnen und zu große Zeitsprünge ( > 250 msek.) unterbinden
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// (kann vorkommen bei geladenen Spielständen, während des Debuggings oder Hardwareungenauigkeiten)
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m_FrameTimeSamples[m_FrameTimeSampleSlot] = static_cast<unsigned int>(CurrentTime - m_LastTimeStamp);
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if (m_FrameTimeSamples[m_FrameTimeSampleSlot] > 250000) m_FrameTimeSamples[m_FrameTimeSampleSlot] = 250000;
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m_FrameTimeSampleSlot = (m_FrameTimeSampleSlot + 1) % FRAMETIME_SAMPLE_COUNT;
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// Die Framezeit wird über mehrere Frames gemittelt um Ausreisser zu eliminieren
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Common::Array<unsigned int>::const_iterator it = m_FrameTimeSamples.begin();
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unsigned int Sum = *it;
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for (it++; it != m_FrameTimeSamples.end(); it++) Sum += *it;
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m_LastFrameDuration = Sum / FRAMETIME_SAMPLE_COUNT;
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// _LastTimeStamp auf die Zeit des aktuellen Frames setzen
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m_LastTimeStamp = CurrentTime;
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}
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// -----------------------------------------------------------------------------
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namespace {
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bool DoSaveScreenshot(GraphicEngine &GraphicEngine, const Common::String &Filename, bool Thumbnail) {
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unsigned int Width;
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unsigned int Height;
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byte *Data;
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if (!GraphicEngine.GetScreenshot(Width, Height, &Data)) {
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BS_LOG_ERRORLN("Call to GetScreenshot() failed. Cannot save screenshot.");
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return false;
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}
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if (Thumbnail)
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return Screenshot::SaveThumbnailToFile(Width, Height, Data, Filename);
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else
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return Screenshot::SaveToFile(Width, Height, Data, Filename);
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}
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}
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// -----------------------------------------------------------------------------
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bool GraphicEngine::SaveScreenshot(const Common::String &Filename) {
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return DoSaveScreenshot(*this, Filename, false);
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}
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// -----------------------------------------------------------------------------
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bool GraphicEngine::SaveThumbnailScreenshot(const Common::String &Filename) {
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return DoSaveScreenshot(*this, Filename, true);
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}
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// -----------------------------------------------------------------------------
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void GraphicEngine::ARGBColorToLuaColor(lua_State *L, unsigned int Color) {
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lua_Number Components[4] = {
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(Color >> 16) & 0xff, // Rot
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(Color >> 8) & 0xff, // Grün
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Color & 0xff, // Blau
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Color >> 24, // Alpha
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};
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lua_newtable(L);
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for (unsigned int i = 1; i <= 4; i++) {
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lua_pushnumber(L, i);
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lua_pushnumber(L, Components[i - 1]);
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lua_settable(L, -3);
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}
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}
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// -----------------------------------------------------------------------------
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unsigned int GraphicEngine::LuaColorToARGBColor(lua_State *L, int StackIndex) {
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#ifdef DEBUG
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int __startStackDepth = lua_gettop(L);
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#endif
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// Sicherstellen, dass wir wirklich eine Tabelle betrachten
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luaL_checktype(L, StackIndex, LUA_TTABLE);
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// Größe der Tabelle auslesen
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unsigned int n = luaL_getn(L, StackIndex);
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// RGB oder RGBA Farben werden unterstützt und sonst keine
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if (n != 3 && n != 4) luaL_argcheck(L, 0, StackIndex, "at least 3 of the 4 color components have to be specified");
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// Rote Farbkomponente auslesen
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lua_rawgeti(L, StackIndex, 1);
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unsigned int Red = static_cast<unsigned int>(lua_tonumber(L, -1));
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if (!lua_isnumber(L, -1) || Red >= 256) luaL_argcheck(L, 0, StackIndex, "red color component must be an integer between 0 and 255");
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lua_pop(L, 1);
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// Grüne Farbkomponente auslesen
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lua_rawgeti(L, StackIndex, 2);
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unsigned int Green = static_cast<unsigned int>(lua_tonumber(L, -1));
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if (!lua_isnumber(L, -1) || Green >= 256) luaL_argcheck(L, 0, StackIndex, "green color component must be an integer between 0 and 255");
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lua_pop(L, 1);
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// Blaue Farbkomponente auslesen
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lua_rawgeti(L, StackIndex, 3);
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unsigned int Blue = static_cast<unsigned int>(lua_tonumber(L, -1));
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if (!lua_isnumber(L, -1) || Blue >= 256) luaL_argcheck(L, 0, StackIndex, "blue color component must be an integer between 0 and 255");
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lua_pop(L, 1);
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// Alpha Farbkomponente auslesen
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unsigned int Alpha = 0xff;
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if (n == 4) {
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lua_rawgeti(L, StackIndex, 4);
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Alpha = static_cast<unsigned int>(lua_tonumber(L, -1));
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if (!lua_isnumber(L, -1) || Alpha >= 256) luaL_argcheck(L, 0, StackIndex, "alpha color component must be an integer between 0 and 255");
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lua_pop(L, 1);
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}
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#ifdef DEBUG
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BS_ASSERT(__startStackDepth == lua_gettop(L));
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#endif
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return (Alpha << 24) | (Red << 16) | (Green << 8) | Blue;
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}
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// -----------------------------------------------------------------------------
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bool GraphicEngine::Persist(OutputPersistenceBlock &Writer) {
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Writer.Write(m_TimerActive);
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return true;
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}
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// -----------------------------------------------------------------------------
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bool GraphicEngine::Unpersist(InputPersistenceBlock &Reader) {
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Reader.Read(m_TimerActive);
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return Reader.IsGood();
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}
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} // End of namespace Sword25
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