mirror of
https://github.com/libretro/scummvm.git
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167 lines
4.6 KiB
C++
167 lines
4.6 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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#ifndef TWINE_REDRAW_H
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#define TWINE_REDRAW_H
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#include "common/scummsys.h"
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namespace TwinE {
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#define OVERLAY_MAX_ENTRIES 10
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enum OverlayType {
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koSprite = 0,
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koNumber = 1,
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koNumberRange = 2,
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koInventoryItem = 3,
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koText = 4
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};
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enum OverlayPosType {
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koNormal = 0,
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koFollowActor = 1
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};
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/** Overlay list structure */
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struct OverlayListStruct {
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int16 type = 0;
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int16 info0 = 0; // sprite/3d model entry | number | number range
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int16 x = 0;
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int16 y = 0;
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int16 info1 = 0; // followed actor | total coins
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int16 posType = 0;
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int16 lifeTime = 0;
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};
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class TwinEEngine;
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class Redraw {
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private:
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TwinEEngine *_engine;
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struct DrawListStruct {
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int16 posValue = 0;
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uint16 index = 0; // field_2
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uint16 x = 0;
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uint16 y = 0;
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uint16 z = 0;
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uint16 field_A = 0;
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uint16 field_C = 0;
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uint16 field_E = 0;
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uint16 field_10 = 0;
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};
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/** Draw list array to grab the necessary */
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DrawListStruct drawList[150];
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struct RedrawStruct {
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uint16 left = 0;
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uint16 top = 0;
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uint16 right = 0;
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uint16 bottom = 0;
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};
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RedrawStruct currentRedrawList[300];
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RedrawStruct nextRedrawList[300];
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int16 overlayRotation = 0;
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/**
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* Add a certain region to the current redraw list array
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* @param left start width to redraw the region
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* @param top start height to redraw the region
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* @param right end width to redraw the region
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* @param bottom end height to redraw the region
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*/
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void addRedrawCurrentArea(int32 left, int32 top, int32 right, int32 bottom);
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/** Move next regions to the current redraw list */
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void moveNextAreas();
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/**
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* Sort drawing list struct ordered as the first objects appear in the top left corner of the screen
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* @param list drawing list variable which contains information of the drawing objects
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* @param listSize number of drawing objects in the list
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*/
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void sortDrawingList(DrawListStruct *list, int32 listSize);
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void updateOverlayTypePosition(int16 X1, int16 Y1, int16 X2, int16 Y2);
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public:
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Redraw(TwinEEngine *engine) : _engine(engine) {}
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/** Auxiliar object render left position on screen */
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int32 renderLeft = 0;
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/** Auxiliar object render right position on screen */
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int32 renderRight = 0;
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/** Auxiliar object render top position on screen */
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int32 renderTop = 0;
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/** Auxiliar object render bottom position on screen */
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int32 renderBottom = 0;
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int16 drawInGameTransBox = 0;
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/** Request background redraw */
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int16 reqBgRedraw = 0;
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/** Current number of redraw regions in the screen */
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int32 currNumOfRedrawBox = 0; // fullRedrawVar8
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/** Number of redraw regions in the screen */
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int32 numOfRedrawBox = 0;
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/** Save last actor that bubble dialog icon */
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int32 bubbleActor = -1;
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int32 bubbleSpriteIndex = 0;
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OverlayListStruct overlayList[OVERLAY_MAX_ENTRIES];
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void addOverlay(int16 type, int16 info0, int16 X, int16 Y, int16 info1, int16 posType, int16 lifeTime);
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/**
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* Add a certain region to redraw list array
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* @param left start width to redraw the region
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* @param top start height to redraw the region
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* @param right end width to redraw the region
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* @param bottom end height to redraw the region
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*/
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void addRedrawArea(int32 left, int32 top, int32 right, int32 bottom);
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/**
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* Flip currentRedrawList regions in the screen
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* This only updates small areas in the screen so few CPU processor is used
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*/
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void flipRedrawAreas();
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/** Blit/Update all screen regions in the currentRedrawList */
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void blitBackgroundAreas();
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/**
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* This is responsible for the entire game screen redraw
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* @param bgRedraw true if we want to redraw background grid, false if we want to update certain screen areas
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*/
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void redrawEngineActions(int32 bgRedraw);
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/** Draw dialogue sprite image */
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void drawBubble(int32 actorIdx);
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void zoomScreenScale();
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};
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} // namespace TwinE
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#endif
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