mirror of
https://github.com/libretro/scummvm.git
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2fb8a8e453
o Renamed GAME_ITE_* to GID_ITE_* o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM svn-id: r16258
233 lines
5.6 KiB
C++
233 lines
5.6 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 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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*/
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// Main rendering loop
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/actor.h"
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#include "saga/font.h"
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#include "saga/interface.h"
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#include "saga/scene.h"
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#include "saga/text.h"
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#include "saga/actionmap.h"
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#include "saga/objectmap.h"
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#include "saga/render.h"
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#include <common/timer.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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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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GAME_DISPLAYINFO disp_info;
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int tmp_w, tmp_h, tmp_bytepp;
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// Initialize system graphics
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_vm->getDisplayInfo(&disp_info);
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// Initialize FPS timer callback
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g_timer->installTimerProc(&fpsTimerCallback, 1000000, this);
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// Create background buffer
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_bg_buf_w = disp_info.logical_w;
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_bg_buf_h = disp_info.logical_h;
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_bg_buf = (byte *)calloc(disp_info.logical_w, disp_info.logical_h);
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if (_bg_buf == NULL) {
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return;
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}
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// Allocate temp buffer for animation decoding,
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// graphics scalers (2xSaI), etc.
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tmp_w = disp_info.logical_w;
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tmp_h = disp_info.logical_h + 4; // BG unbanking requres extra rows
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tmp_bytepp = 1;
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_tmp_buf = (byte *)calloc(1, tmp_w * tmp_h * tmp_bytepp);
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if (_tmp_buf == NULL) {
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free(_bg_buf);
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return;
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}
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_tmp_buf_w = tmp_w;
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_tmp_buf_h = tmp_h;
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_backbuf_surface = _vm->_gfx->getBackBuffer();
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_flags = 0;
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_initialized = true;
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}
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Render::~Render(void) {
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free(_bg_buf);
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free(_tmp_buf);
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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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int Render::drawScene() {
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SURFACE *backbuf_surface;
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GAME_DISPLAYINFO disp_info;
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SCENE_INFO scene_info;
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SCENE_BGINFO bg_info;
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Point bg_pt;
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char txt_buf[20];
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int fps_width;
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Point mouse_pt;
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if (!_initialized) {
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return FAILURE;
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}
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_framecount++;
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backbuf_surface = _backbuf_surface;
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// Get mouse coordinates
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mouse_pt = _vm->getMousePos();
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_vm->_scene->getBGInfo(&bg_info);
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_vm->getDisplayInfo(&disp_info);
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bg_pt.x = 0;
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bg_pt.y = 0;
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// Display scene background
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_vm->_scene->draw(backbuf_surface);
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// Display scene maps, if applicable
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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(backbuf_surface, mouse_pt, _vm->_gfx->getWhite(), _vm->_gfx->getBlack());
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if (_vm->_scene->_actionMap)
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_vm->_scene->_actionMap->draw(backbuf_surface, _vm->_gfx->matchColor(RGB_RED));
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}
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// Draw queued actors
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_vm->_actor->drawActors();
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// Draw queued text strings
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_vm->_scene->getInfo(&scene_info);
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_vm->textDrawList(scene_info.text_list, backbuf_surface);
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// Handle user input
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_vm->processInput();
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// Display rendering information
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if (_flags & RF_SHOW_FPS) {
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sprintf(txt_buf, "%d", _fps);
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fps_width = _vm->_font->getStringWidth(SMALL_FONT_ID, txt_buf, 0, FONT_NORMAL);
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_vm->_font->draw(SMALL_FONT_ID, backbuf_surface, txt_buf, 0, backbuf_surface->w - fps_width, 2,
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_vm->_gfx->getWhite(), _vm->_gfx->getBlack(), FONT_OUTLINE);
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}
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// Display "paused game" message, if applicable
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if (_flags & RF_RENDERPAUSE) {
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int msg_len = strlen(PAUSEGAME_MSG);
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int msg_w = _vm->_font->getStringWidth(BIG_FONT_ID, PAUSEGAME_MSG, msg_len, FONT_OUTLINE);
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_vm->_font->draw(BIG_FONT_ID, backbuf_surface, PAUSEGAME_MSG, msg_len,
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(backbuf_surface->w - msg_w) / 2, 90, _vm->_gfx->getWhite(), _vm->_gfx->getBlack(), FONT_OUTLINE);
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}
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// Update user interface
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_vm->_interface->update(mouse_pt, UPDATE_MOUSEMOVE);
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// Display text formatting test, if applicable
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if (_flags & RF_TEXT_TEST) {
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_vm->textDraw(MEDIUM_FONT_ID, backbuf_surface, test_txt, mouse_pt.x, mouse_pt.y,
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_vm->_gfx->getWhite(), _vm->_gfx->getBlack(), FONT_OUTLINE | FONT_CENTERED);
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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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drawPalette(backbuf_surface);
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}
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_system->copyRectToScreen((byte *)backbuf_surface->pixels, backbuf_surface->w, 0, 0,
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backbuf_surface->w, backbuf_surface->h);
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_system->updateScreen();
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return SUCCESS;
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}
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unsigned int Render::getFrameCount() {
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return _framecount;
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}
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unsigned int Render::resetFrameCount() {
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unsigned int framecount = _framecount;
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_framecount = 0;
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return framecount;
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}
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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(void) {
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_fps = _framecount;
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_framecount = 0;
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}
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unsigned int Render::getFlags() {
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return _flags;
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}
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void Render::setFlag(unsigned int flag) {
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_flags |= flag;
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}
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void Render::toggleFlag(unsigned int flag) {
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_flags ^= flag;
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}
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int Render::getBufferInfo(BUFFER_INFO *bufinfo) {
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assert(bufinfo != NULL);
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bufinfo->bg_buf = _bg_buf;
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bufinfo->bg_buf_w = _bg_buf_w;
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bufinfo->bg_buf_h = _bg_buf_h;
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bufinfo->tmp_buf = _tmp_buf;
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bufinfo->tmp_buf_w = _tmp_buf_w;
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bufinfo->tmp_buf_h = _tmp_buf_h;
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return SUCCESS;
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}
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} // End of namespace Saga
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