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https://github.com/libretro/scummvm.git
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6cb86c641f
I think the reason I didn't do this from the start was that BS2 used to call clearScene(), or whatever the function was called back then, between every frame. Nowadays, it simply assumes that each frame will cover the previous one. Anyway, this change prevents the restart/restore dialog from appearing briefly between the two intro cutscene animations. svn-id: r13421
122 lines
3.1 KiB
C++
122 lines
3.1 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/driver/d_draw.h"
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#include "sword2/driver/menu.h"
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#include "sword2/driver/render.h"
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namespace Sword2 {
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Graphics::Graphics(Sword2Engine *vm, int16 width, int16 height)
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: _vm(vm), _iconCount(0), _needFullRedraw(false),
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_fadeStatus(RDFADE_NONE), _mouseSprite(NULL), _mouseAnim(NULL),
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_luggageAnim(NULL), _layer(0), _renderAverageTime(60),
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_lightMask(NULL), _screenWide(width), _screenDeep(height) {
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int i, j;
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_buffer = _dirtyGrid = NULL;
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_buffer = (byte *) malloc(width * height);
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if (!_buffer)
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error("Could not initialise display");
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_vm->_system->initSize(width, height);
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_gridWide = width / CELLWIDE;
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_gridDeep = height / CELLDEEP;
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if ((width % CELLWIDE) || (height % CELLDEEP))
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error("Bad cell size");
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_dirtyGrid = (byte *) calloc(_gridWide, _gridDeep);
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if (!_buffer)
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error("Could not initialise dirty grid");
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for (i = 0; i < ARRAYSIZE(_blockSurfaces); i++)
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_blockSurfaces[i] = NULL;
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for (i = 0; i < 2; i++) {
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for (j = 0; j < RDMENU_MAXPOCKETS; j++) {
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_icons[i][j] = NULL;
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_pocketStatus[i][j] = 0;
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}
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_menuStatus[i] = RDMENU_HIDDEN;
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}
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}
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Graphics::~Graphics() {
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free(_buffer);
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free(_dirtyGrid);
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closeBackgroundLayer();
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free(_lightMask);
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free(_mouseAnim);
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free(_luggageAnim);
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for (int i = 0; i < 2; i++)
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for (int j = 0; j < RDMENU_MAXPOCKETS; j++)
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free(_icons[i][j]);
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}
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/**
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* @return the graphics detail setting
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*/
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int8 Graphics::getRenderLevel(void) {
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return _renderLevel;
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}
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void Graphics::setRenderLevel(int8 level) {
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_renderLevel = level;
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switch (_renderLevel) {
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case 0:
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// Lowest setting: no fancy stuff
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_renderCaps = 0;
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break;
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case 1:
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// Medium-low setting: transparency-blending
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_renderCaps = RDBLTFX_SPRITEBLEND;
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break;
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case 2:
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// Medium-high setting: transparency-blending + shading
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_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND;
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break;
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case 3:
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// Highest setting: transparency-blending + shading +
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// edge-blending + improved stretching
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_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
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break;
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}
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}
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/**
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* Fill the screen buffer with palette colour zero. Note that it does not
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* touch the menu areas of the screen.
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*/
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void Graphics::clearScene(void) {
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memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
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_needFullRedraw = true;
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}
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} // End of namespace Sword2
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