mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-13 07:14:59 +00:00
![athrxx](/assets/img/avatar_default.png)
- The Japanese font is drawn in double resolution on the top layer. The rest of the graphics gets drawn in standard VGA resolution on the bottom layer, then scaled 2x and merged with the top layer. - Adjust mouse handling. In dual layer mode the event manager reports mouse coordinates in double resolution, so these have to be scaled down.
335 lines
9.3 KiB
C++
335 lines
9.3 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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*
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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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*
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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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// Main rendering loop
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#include "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/font.h"
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#include "saga/gfx.h"
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#include "saga/interface.h"
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#include "saga/objectmap.h"
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#include "saga/puzzle.h"
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#include "saga/render.h"
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#include "saga/scene.h"
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#include "common/timer.h"
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#include "common/system.h"
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namespace Saga {
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const char *test_txt = "The quick brown fox jumped over the lazy dog. She sells sea shells down by the sea shore.";
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const char *pauseStringITE = "PAWS GAME";
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const char *pauseStringIHNM = "Game Paused";
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Render::Render(SagaEngine *vm, OSystem *system) {
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_vm = vm;
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_system = system;
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_initialized = false;
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_fullRefresh = true;
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_dualSurface = (vm->getLanguage() == Common::JA_JPN);
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#ifdef SAGA_DEBUG
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// Initialize FPS timer callback
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_vm->getTimerManager()->installTimerProc(&fpsTimerCallback, 1000000, this, "sagaFPS");
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#endif
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_backGroundSurface.create(_vm->getDisplayInfo().width, _vm->getDisplayInfo().height, Graphics::PixelFormat::createFormatCLUT8());
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if (_dualSurface)
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_mergeSurface.create(_vm->getDisplayInfo().width << 1, _vm->getDisplayInfo().height << 1, Graphics::PixelFormat::createFormatCLUT8());
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_flags = 0;
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_initialized = true;
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}
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Render::~Render() {
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#ifdef SAGA_DEBUG
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_vm->getTimerManager()->removeTimerProc(&fpsTimerCallback);
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#endif
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_backGroundSurface.free();
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_mergeSurface.free();
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_initialized = false;
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}
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bool Render::initialized() {
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return _initialized;
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}
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void Render::drawScene() {
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Point mousePoint;
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Point textPoint;
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int curMode = _vm->_interface->getMode();
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assert(_initialized);
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#ifdef SAGA_DEBUG
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_renderedFrameCount++;
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#endif
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// Get mouse coordinates
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mousePoint = _vm->mousePos();
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if (!_fullRefresh)
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restoreChangedRects();
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else
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_dirtyRects.clear();
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if (!(_flags & (RF_DEMO_SUBST | RF_MAP) || curMode == kPanelPlacard)) {
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if (_vm->_interface->getFadeMode() != kFadeOut) {
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// Display scene background
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if (!(_flags & RF_DISABLE_ACTORS) || _vm->getGameId() == GID_ITE)
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_vm->_scene->draw();
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if (_vm->_scene->isITEPuzzleScene()) {
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_vm->_puzzle->movePiece(mousePoint);
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_vm->_actor->drawSpeech();
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} else {
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// Draw queued actors
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if (!(_flags & RF_DISABLE_ACTORS))
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_vm->_actor->drawActors();
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}
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// WORKAROUND
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// Bug #2886130: "ITE: Graphic Glitches during Cat Tribe Celebration"
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if (_vm->_scene->currentSceneNumber() == 274) {
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_vm->_interface->drawStatusBar();
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}
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#ifdef SAGA_DEBUG
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if (getFlags() & RF_OBJECTMAP_TEST) {
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if (_vm->_scene->_objectMap)
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_vm->_scene->_objectMap->draw(mousePoint, kITEColorBrightWhite, kITEColorBlack);
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if (_vm->_scene->_actionMap)
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_vm->_scene->_actionMap->draw(mousePoint, kITEColorRed, kITEColorBlack);
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}
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#endif
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#ifdef ACTOR_DEBUG
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if (getFlags() & RF_ACTOR_PATH_TEST) {
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_vm->_actor->drawPathTest();
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}
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#endif
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}
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} else {
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_fullRefresh = true;
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}
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if (_flags & RF_MAP)
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_vm->_interface->mapPanelDrawCrossHair();
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if ((curMode == kPanelOption) ||
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(curMode == kPanelQuit) ||
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(curMode == kPanelLoad) ||
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(curMode == kPanelSave)) {
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_vm->_interface->drawOption();
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if (curMode == kPanelQuit) {
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_vm->_interface->drawQuit();
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}
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if (curMode == kPanelLoad) {
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_vm->_interface->drawLoad();
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}
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if (curMode == kPanelSave) {
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_vm->_interface->drawSave();
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}
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}
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if (curMode == kPanelProtect) {
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_vm->_interface->drawProtect();
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}
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// Draw queued text strings
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_vm->_scene->drawTextList();
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// Handle user input
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_vm->processInput();
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#ifdef SAGA_DEBUG
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// Display rendering information
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if (_flags & RF_SHOW_FPS) {
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char txtBuffer[20];
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sprintf(txtBuffer, "%d", _fps);
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textPoint.x = _vm->_gfx->getBackBufferWidth() - _vm->_font->getStringWidth(kKnownFontSmall, txtBuffer, 0, kFontOutline);
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textPoint.y = 2;
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_vm->_font->textDraw(kKnownFontSmall, txtBuffer, textPoint, kITEColorBrightWhite, kITEColorBlack, kFontOutline);
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}
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#endif
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// Display "paused game" message, if applicable
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if (_flags & RF_RENDERPAUSE) {
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const char *pauseString = (_vm->getGameId() == GID_ITE) ? pauseStringITE : pauseStringIHNM;
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textPoint.x = (_vm->_gfx->getBackBufferWidth() - _vm->_font->getStringWidth(kKnownFontPause, pauseString, 0, kFontOutline)) / 2;
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textPoint.y = 90;
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_vm->_font->textDraw(kKnownFontPause, pauseString, textPoint,
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_vm->KnownColor2ColorId(kKnownColorBrightWhite), _vm->KnownColor2ColorId(kKnownColorBlack), kFontOutline);
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}
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// Update user interface
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_vm->_interface->update(mousePoint, UPDATE_MOUSEMOVE);
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#ifdef SAGA_DEBUG
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// Display text formatting test, if applicable
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if (_flags & RF_TEXT_TEST) {
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Rect rect(mousePoint.x, mousePoint.y, mousePoint.x + 100, mousePoint.y + 50);
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_vm->_font->textDrawRect(kKnownFontMedium, test_txt, rect,
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kITEColorBrightWhite, kITEColorBlack, (FontEffectFlags)(kFontOutline | kFontCentered));
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}
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// Display palette test, if applicable
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if (_flags & RF_PALETTE_TEST) {
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_vm->_gfx->drawPalette();
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}
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#endif
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drawDirtyRects();
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_system->updateScreen();
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// TODO: Change this to false to use dirty rectangles
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// Still quite buggy
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_fullRefresh = true;
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}
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void Render::addDirtyRect(Common::Rect r) {
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if (_fullRefresh)
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return;
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// Clip rectangle
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r.clip(_backGroundSurface.w, _backGroundSurface.h);
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// If it is empty after clipping, we are done
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if (r.isEmpty())
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return;
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// Check if the new rectangle is contained within another in the list
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Common::List<Common::Rect>::iterator it;
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for (it = _dirtyRects.begin(); it != _dirtyRects.end(); ) {
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// If we find a rectangle which fully contains the new one,
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// we can abort the search.
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if (it->contains(r))
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return;
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// Conversely, if we find rectangles which are contained in
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// the new one, we can remove them
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if (r.contains(*it))
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it = _dirtyRects.erase(it);
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else
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++it;
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}
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// If we got here, we can safely add r to the list of dirty rects.
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if (_vm->_interface->getFadeMode() != kFadeOut)
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_dirtyRects.push_back(r);
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}
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#define mCopyRectToScreen(x, y, w, h) \
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if (_dualSurface) { \
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scale2xAndMergeOverlay(x, y, w, h); \
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_system->copyRectToScreen(_mergeSurface.getPixels(), _mergeSurface.pitch, x << 1, y << 1, w << 1, h << 1); \
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} else \
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_system->copyRectToScreen(_vm->_gfx->getBackBufferPixels(), _vm->_gfx->getBackBufferWidth(), x, y, w, h)
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void Render::restoreChangedRects() {
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if (!_fullRefresh) {
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for (Common::List<Common::Rect>::const_iterator it = _dirtyRects.begin(); it != _dirtyRects.end(); ++it) {
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//_backGroundSurface.frameRect(*it, 1); // DEBUG
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if (_vm->_interface->getFadeMode() != kFadeOut) {
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mCopyRectToScreen(it->left, it->top, it->width(), it->height());
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}
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}
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}
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_dirtyRects.clear();
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}
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void Render::drawDirtyRects() {
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if (!_fullRefresh) {
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for (Common::List<Common::Rect>::const_iterator it = _dirtyRects.begin(); it != _dirtyRects.end(); ++it) {
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//_backGroundSurface.frameRect(*it, 2); // DEBUG
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if (_vm->_interface->getFadeMode() != kFadeOut) {
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mCopyRectToScreen(it->left, it->top, it->width(), it->height());
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}
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}
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} else {
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mCopyRectToScreen(0, 0, _backGroundSurface.w, _backGroundSurface.h);
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}
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_dirtyRects.clear();
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}
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#undef mCopyRectToScreen
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void Render::scale2xAndMergeOverlay(int x, int y, int w, int h) {
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int src0Pitch = _vm->_gfx->getBackBufferPitch();
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int src1Pitch = _vm->_gfx->getSJISBackBufferPitch();
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int dst1Pitch = _mergeSurface.pitch;
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const byte *src00 = _vm->_gfx->getBackBufferPixels() + y * src0Pitch + x;
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const byte *src10 = _vm->_gfx->getSJISBackBufferPixels() + y * 2 * src1Pitch + x * 2;
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const byte *src11 = src10 + src1Pitch;
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byte *dst10 = (byte*)_mergeSurface.getBasePtr(x << 1, y << 1);
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byte *dst11 = dst10 + dst1Pitch;
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src0Pitch -= w;
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src1Pitch += (src1Pitch - (w << 1));
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dst1Pitch += (dst1Pitch - (w << 1));
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while (h--) {
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for (int i = 0; i < w; ++i) {
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// v0: pixels from "normal" surface that have to be scaled
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// v1: pixels from hires text surface that go on top
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uint8 v0 = *src00++;
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uint8 v1 = *src10++;
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*dst10++ = v1 ? v1 : v0;
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v1 = *src10++;
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*dst10++ = v1 ? v1 : v0;
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v1 = *src11++;
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*dst11++ = v1 ? v1 : v0;
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v1 = *src11++;
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*dst11++ = v1 ? v1 : v0;
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}
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src00 += src0Pitch;
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src10 += src1Pitch;
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src11 += src1Pitch;
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dst10 += dst1Pitch;
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dst11 += dst1Pitch;
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}
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}
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#ifdef SAGA_DEBUG
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void Render::fpsTimerCallback(void *refCon) {
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((Render *)refCon)->fpsTimer();
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}
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void Render::fpsTimer() {
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// CHECKME: This is potentially called from a different thread because it is
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// called from a timer callback. However, it does not seem to take any
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// precautions to avoid race conditions.
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_fps = _renderedFrameCount;
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_renderedFrameCount = 0;
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}
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#endif
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} // End of namespace Saga
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