scummvm/engines/scumm/gfx_towns.cpp

723 lines
22 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/endian.h"
#include "scumm/scumm.h"
#include "scumm/charset.h"
#include "scumm/util.h"
#include "scumm/resource.h"
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
namespace Scumm {
void ScummEngine::towns_drawStripToScreen(VirtScreen *vs, int dstX, int dstY, int srcX, int srcY, int width, int height) {
if (width <= 0 || height <= 0 || !_townsScreen)
return;
assert(_textSurface.getPixels());
int m = _textSurfaceMultiplier;
const uint8 *src1 = vs->getPixels(srcX, srcY);
const uint8 *src2 = (uint8 *)_textSurface.getBasePtr(srcX * m, (srcY + vs->topline - _screenTop) * m);
int dstXScr = dstX + _scrollDestOffset;
uint8 *dst1 = _townsScreen->getLayerPixels(0, dstXScr, dstY);
uint16 *dst1a = (uint16*)dst1;
uint8 *dst2 = _townsScreen->getLayerPixels(1, dstX * m, dstY * m);
int lw1 = _townsScreen->getLayerWidth(0);
int dp2 = _townsScreen->getLayerPitch(1) - width * m * _townsScreen->getLayerBpp(1);
int sp1 = vs->pitch - (width * vs->format.bytesPerPixel);
int sp2 = _textSurface.pitch - width * m;
if (vs->number == kMainVirtScreen || _game.id == GID_INDY3 || _game.id == GID_ZAK) {
if (_outputPixelFormat.bytesPerPixel == 2) {
for (int h = 0; h < height; ++h) {
uint16 *dst1tmp = dst1a;
int xpos = dstXScr;
for (int w = 0; w < width; ++w) {
*dst1a++ = _16BitPalette[*src1++];
if (++xpos == lw1) {
dst1a -= lw1;
xpos = 0;
}
}
src1 += sp1;
dst1a = dst1tmp + lw1;
}
} else {
for (int h = 0; h < height; ++h) {
uint8 *dst1tmp = dst1;
int xpos = dstXScr;
for (int w = 0; w < width; ++w) {
*dst1++ = *src1++;
if (++xpos == lw1) {
dst1 -= lw1;
xpos = 0;
}
}
src1 += sp1;
dst1 = dst1tmp + lw1;
}
}
for (int h = 0; h < height * m; ++h) {
memcpy(dst2, src2, width * m);
src2 += _textSurface.pitch;
dst2 += _townsScreen->getLayerPitch(1);
}
} else {
dst1 = dst2;
for (int h = 0; h < height; ++h) {
for (int w = 0; w < width; ++w) {
uint8 t = (*src1++) & 0x0f;
memset(dst1, (t << 4) | t, m);
dst1 += m;
}
dst1 = dst2;
const uint8 *src3 = src2;
if (m == 2) {
dst2 += _townsScreen->getLayerPitch(1);
src3 += _townsScreen->getLayerPitch(1);
}
for (int w = 0; w < width * m; ++w) {
*dst2++ = (*src3 | (*dst1 & _townsLayer2Mask[*src3]));
*dst1 = (*src2 | (*dst1 & _townsLayer2Mask[*src2]));
src2++;
src3++;
dst1++;
}
src1 += sp1;
src2 = src3 + sp2;
dst1 = dst2 + dp2;
dst2 += dp2;
}
}
_townsScreen->addDirtyRect(dstX * m, dstY * m, width * m, height * m);
}
void ScummEngine::towns_clearStrip(int strip) {
if (!_townsScreen)
return;
int h = _screenHeight;
int pitch = _townsScreen->getLayerPitch(0) >> 2;
uint32 *dst1 = (uint32*)_townsScreen->getLayerPixels(0, (strip * 8 + _scrollDestOffset) % _townsScreen->getLayerWidth(0), 0);
if (_game.version == 5) {
dst1 += (90 * pitch);
h = 56;
}
uint32 *dst2 = dst1 + 1;
uint32 *dst3 = dst2 + 1;
uint32 *dst4 = dst3 + 1;
if (_townsScreen->getLayerBpp(0) == 2) {
while (h--) {
*dst1 = *dst2 = *dst3 = *dst4 = 0;
dst1 += pitch;
dst2 += pitch;
dst3 += pitch;
dst4 += pitch;
}
} else {
while (h--) {
*dst1 = *dst2 = 0;
dst1 += pitch;
dst2 += pitch;
}
}
}
void ScummEngine::requestScroll(int dir) {
if (_enableSmoothScrolling && !_fastMode) {
int lw = _townsScreen->getLayerWidth(0);
// Wait for opposite direction scroll to finish.
towns_waitForScroll(-dir);
// WORKAROUND: In the LOOM intro the messenger nymph moves up the mountain so fast
// (and thus accumulates so many scroll requests) that this will make the graphics
// layer (width 512) wrap around. This causes a visible graphics glitch. The glitch
// is exactly the same when starting the game in the UNZ emulator, so this is not
// a mistake on my part. I work around this by adding an extra wait if the queued
// up scroll requests exceed the critical mark. It is actually the exact same fix
// that the SCUMM 5 games use for scrollEffect().
towns_waitForScroll(dir, (lw - _screenWidth - 8) * dir);
_scrollDestOffset = (_scrollDestOffset - 8 * dir) % lw;
_scrollRequest += (8 * dir);
towns_clearStrip(_scrollFeedStrips[dir + 1]);
}
redrawBGStrip(_scrollFeedStrips[dir + 1], 1);
}
void ScummEngine::towns_waitForScroll(int waitForDirection, int threshold) {
while (!shouldQuit() && _townsScreen && (_scrollRequest || _townsScreen->isScrolling(waitForDirection, threshold)))
waitForTimer(0);
}
void ScummEngine::towns_updateGfx() {
if (!_townsScreen)
return;
// Determine whether the smooth scrolling is likely to fall behind and needs to catch up (becoming more sloppy than smooth). It depends
// monstly on the hardware and the filter settings. Calls to _system->updateScreen() can be very expensive with the "wrong" filter setting.
// We simply check whether the average screen update duration would fit into a 60 Hz tick. If catchup mode is triggered once, it stays on
// permanently. Otherwise the scrolling can become very jerky when the engine keeps jumping between the settings (usually triggering it shortly
// after the start of a scrolling, resulting in a very visible jerk, and then falling back to non-catchup after the scrolling is done).
uint32 cur = _system->getMillis();
if (!_refreshNeedCatchUp) {
int dur = 0;
for (int i = 0; i < ARRAYSIZE(_refreshDuration); ++i)
dur += _refreshDuration[i];
_refreshNeedCatchUp = (dur / ARRAYSIZE(_refreshDuration)) > (1000 / 60);
}
if (_enableSmoothScrolling) {
while (_scrollTimer <= cur) {
if (!_scrollTimer)
_scrollTimer = cur;
_scrollTimer += 1000 / 60;
_townsScreen->scrollLayers(1, _scrollRequest);
if (_townsScreen->isScrolling(0))
_scrollDeltaAdjust++;
_scrollRequest = 0;
if (!_refreshNeedCatchUp)
break;
}
}
_townsScreen->update();
}
bool ScummEngine::towns_isRectInStringBox(int x1, int y1, int x2, int y2) {
if (_game.platform == Common::kPlatformFMTowns && _charset->_hasMask && y1 <= _curStringRect.bottom && x1 <= _curStringRect.right && y2 >= _curStringRect.top && x2 >= _curStringRect.left)
return true;
return false;
}
void ScummEngine::towns_restoreCharsetBg() {
if (_curStringRect.left != -1) {
restoreBackground(_curStringRect, 0);
_curStringRect.left = -1;
_charset->_hasMask = false;
_nextLeft = _string[0].xpos;
}
_nextLeft = _string[0].xpos;
_nextTop = _string[0].ypos;
}
void ScummEngine::towns_scriptScrollEffect(int dir) {
VirtScreen *vs = &_virtscr[kMainVirtScreen];
const int stripWidth = 8;
int destX = _gdi->_numStrips - 1;
int srcX = 0;
int layerW = _townsScreen->getLayerWidth(0);
int threshold = (layerW - vs->w - stripWidth) * dir;
if (dir == 1)
SWAP(destX, srcX);
// Wait for opposite direction scroll to finish.
towns_waitForScroll(-dir);
for (int x = 0; !shouldQuit() && x < _gdi->_numStrips; ++x) {
_scrollDestOffset = (_scrollDestOffset - (dir << 3)) % layerW;
uint32 nextFrame = _system->getMillis() + 1000 / 60;
// Same as in requestScroll(): This prevents glitches from graphics layer wrapping.
towns_waitForScroll(dir, threshold);
_townsScreen->scrollLayers(0, dir << 3);
towns_drawStripToScreen(vs, destX << 3, vs->topline, (srcX + (-dir * x)) << 3, 0, stripWidth, vs->h);
waitForTimer(nextFrame - _system->getMillis());
}
// Wait for all scrolls to finish.
towns_waitForScroll(0);
}
#ifdef USE_RGB_COLOR
void ScummEngine::towns_setPaletteFromPtr(const byte *ptr, int numcolor) {
setPaletteFromPtr(ptr, numcolor);
if (_game.version == 5)
towns_setTextPaletteFromPtr(_currentPalette);
_townsOverrideShadowColor = 1;
int m = 48;
for (int i = 1; i < 16; ++i) {
int val = _currentPalette[i * 3] + _currentPalette[i * 3 + 1] + _currentPalette[i * 3 + 2];
if (m > val) {
_townsOverrideShadowColor = i;
m = val;
}
}
}
void ScummEngine::towns_setTextPaletteFromPtr(const byte *ptr) {
memcpy(_textPalette, ptr, 48);
}
#endif
void ScummEngine::towns_setupPalCycleField(int x1, int y1, int x2, int y2) {
if (_numCyclRects >= 10)
return;
_cyclRects[_numCyclRects].left = x1;
_cyclRects[_numCyclRects].top = y1;
_cyclRects[_numCyclRects].right = x2;
_cyclRects[_numCyclRects].bottom = y2;
_numCyclRects++;
_townsPaletteFlags |= 1;
}
void ScummEngine::towns_processPalCycleField() {
for (int i = 0; i < _numCyclRects; i++) {
int x1 = _cyclRects[i].left - _virtscr[kMainVirtScreen].xstart;
int x2 = _cyclRects[i].right - _virtscr[kMainVirtScreen].xstart;
if (x1 < 0)
x1 = 0;
if (x2 > 320)
x2 = 320;
if (x2 > 0)
markRectAsDirty(kMainVirtScreen, x1, x2, _cyclRects[i].top, _cyclRects[i].bottom);
}
}
void ScummEngine::towns_resetPalCycleFields() {
_numCyclRects = 0;
_townsPaletteFlags &= ~1;
}
const uint8 ScummEngine::_townsLayer2Mask[] = {
0xFF, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
TownsScreen::TownsScreen(OSystem *system) : _system(system), _width(0), _height(0), _pitch(0), _pixelFormat(system->getScreenFormat()), _scrollOffset(0), _scrollRemainder(0), _numDirtyRects(0) {
memset(&_layers[0], 0, sizeof(TownsScreenLayer));
memset(&_layers[1], 0, sizeof(TownsScreenLayer));
Graphics::Surface *s = _system->lockScreen();
_width = s->w;
_height = s->h;
_pitch = s->pitch;
_system->unlockScreen();
setupLayer(0, _width, _height, 1, 1, 256);
}
TownsScreen::~TownsScreen() {
delete[] _layers[0].pixels;
delete[] _layers[1].pixels;
delete[] _layers[0].bltTmpPal;
delete[] _layers[1].bltTmpPal;
_dirtyRects.clear();
}
void TownsScreen::setupLayer(int layer, int width, int height, int scaleW, int scaleH, int numCol, void *pal) {
if (layer < 0 || layer > 1)
return;
TownsScreenLayer *l = &_layers[layer];
if (numCol >> 15)
error("TownsScreen::setupLayer(): No more than 32767 colors supported.");
if (width <= 0 || height <= 0 || numCol < 16)
error("TownsScreen::setupLayer(): Invalid width/height/number of colors setting.");
l->width = width;
l->height = height;
l->scaleW = scaleW;
l->scaleH = scaleH;
l->numCol = numCol;
l->bpp = ((numCol - 1) & 0xff00) ? 2 : 1;
l->pitch = width * l->bpp;
l->palette = (uint8 *)pal;
l->hScroll = 0;
if (l->palette && _pixelFormat.bytesPerPixel == 1)
warning("TownsScreen::setupLayer(): Layer palette usage requires 16 bit graphics setting.\nLayer palette will be ignored.");
delete[] l->pixels;
l->pixels = new uint8[l->pitch * l->height];
assert(l->pixels);
memset(l->pixels, 0, l->pitch * l->height);
delete[] l->bltTmpPal;
l->bltTmpPal = (l->bpp == 1 && _pixelFormat.bytesPerPixel == 2) ? new uint16[l->numCol] : 0;
l->enabled = true;
_layers[0].onBottom = true;
_layers[1].onBottom = !_layers[0].enabled;
l->ready = true;
}
void TownsScreen::clearLayer(int layer) {
if (layer < 0 || layer > 1)
return;
TownsScreenLayer *l = &_layers[layer];
if (!l->ready)
return;
memset(l->pixels, 0, l->pitch * l->height);
_dirtyRects.push_back(Common::Rect(_width - 1, _height - 1));
_numDirtyRects = kFullRedraw;
}
void TownsScreen::fillLayerRect(int layer, int x, int y, int w, int h, int col) {
if (layer < 0 || layer > 1 || w <= 0 || h <= 0)
return;
TownsScreenLayer *l = &_layers[layer];
if (!l->ready)
return;
assert(x >= 0 && y >= 0 && ((x + w) * l->bpp) <= (l->pitch) && (y + h) <= (l->height));
uint8 *pos = l->pixels + y * l->pitch + x * l->bpp;
for (int i = 0; i < h; ++i) {
if (l->bpp == 2) {
for (int ii = 0; ii < w; ++ii) {
*(uint16 *)pos = col;
pos += 2;
}
pos += (l->pitch - w * 2);
} else {
memset(pos, col, w);
pos += l->pitch;
}
}
addDirtyRect(x * l->scaleW, y * l->scaleH, w * l->scaleW, h * l->scaleH);
}
uint8 *TownsScreen::getLayerPixels(int layer, int x, int y) const {
if (layer < 0 || layer > 1)
return 0;
const TownsScreenLayer *l = &_layers[layer];
if (!l->ready)
return 0;
return l->pixels + y * l->pitch + (x % l->width) * l->bpp;
}
void TownsScreen::addDirtyRect(int x, int y, int w, int h) {
if (w <= 0 || h <= 0 || _numDirtyRects > kDirtyRectsMax)
return;
if (_numDirtyRects == kDirtyRectsMax) {
// full redraw
_dirtyRects.clear();
_dirtyRects.push_back(Common::Rect(_width - 1, _height - 1));
_numDirtyRects++;
return;
}
int x2 = x + w - 1;
int y2 = y + h - 1;
assert(x >= 0 && y >= 0 && x2 <= _width && y2 <= _height);
bool skip = false;
for (Common::List<Common::Rect>::iterator r = _dirtyRects.begin(); r != _dirtyRects.end(); ++r) {
// Try to merge new rect with an existing rect (only once, since trying to merge
// more than one overlapping rect would be causing more overhead than doing any good).
if (x > r->left && x < r->right && y > r->top && y < r->bottom) {
x = r->left;
y = r->top;
skip = true;
}
if (x2 > r->left && x2 < r->right && y > r->top && y < r->bottom) {
x2 = r->right;
y = r->top;
skip = true;
}
if (x2 > r->left && x2 < r->right && y2 > r->top && y2 < r->bottom) {
x2 = r->right;
y2 = r->bottom;
skip = true;
}
if (x > r->left && x < r->right && y2 > r->top && y2 < r->bottom) {
x = r->left;
y2 = r->bottom;
skip = true;
}
if (skip) {
r->left = x;
r->top = y;
r->right = x2;
r->bottom = y2;
break;
}
}
if (!skip) {
_dirtyRects.push_back(Common::Rect(x, y, x2, y2));
_numDirtyRects++;
}
}
void TownsScreen::toggleLayers(int flags) {
if (flags < 0 || flags > 3)
return;
_layers[0].enabled = (flags & 1) ? true : false;
_layers[0].onBottom = true;
_layers[1].enabled = (flags & 2) ? true : false;
_layers[1].onBottom = !_layers[0].enabled;
_dirtyRects.clear();
_dirtyRects.push_back(Common::Rect(_width - 1, _height - 1));
_numDirtyRects = kFullRedraw;
Graphics::Surface *s = _system->lockScreen();
assert(s);
memset(s->getPixels(), 0, _pitch * _height);
_system->unlockScreen();
update();
_system->updateScreen();
}
void TownsScreen::scrollLayers(int flags, int offset) {
// This actually supports layer 0 only, since this is all we need.
_scrollRemainder += offset;
if (!_scrollRemainder)
return;
int step = (_scrollRemainder > 0) ? -1 : 1;
_scrollRemainder += step;
_scrollOffset = (_scrollOffset + step) % _layers[0].width;
_dirtyRects.clear();
_dirtyRects.push_back(Common::Rect(_width - 1, _height - 1));
_numDirtyRects = kFullRedraw;
for (int i = 0; i < 2; ++i) {
if (!(flags & (1 << i)))
continue;
TownsScreenLayer *l = &_layers[i];
if (l->ready)
l->hScroll = _scrollOffset % l->width;
}
}
void TownsScreen::update() {
#ifdef USE_RGB_COLOR
update16BitPalette();
updateScreenBuffer<uint16>();
#else
updateScreenBuffer<uint8>();
#endif
}
#ifdef USE_RGB_COLOR
void TownsScreen::update16BitPalette() {
for (int i = 0; i < 2; i++) {
TownsScreenLayer *l = &_layers[i];
if (!l->enabled || !l->ready)
continue;
if (_pixelFormat.bytesPerPixel == 2 && l->bpp == 1) {
if (!l->palette)
error("void TownsScreen::update16BitPalette(): No palette assigned to 8 bit layer %d", i);
for (int ic = 0; ic < l->numCol; ic++)
l->bltTmpPal[ic] = calc16BitColor(&l->palette[ic * 3]);
}
}
}
uint16 TownsScreen::calc16BitColor(const uint8 *palEntry) {
return _pixelFormat.RGBToColor(palEntry[0], palEntry[1], palEntry[2]);
}
#endif
template<typename dstPixelType, typename srcPixelType, int scaleW, int scaleH, bool srcCol4bit> void TownsScreen::transferRect(uint8 *dst, TownsScreenLayer *l, int x, int y, int w, int h) {
uint8 *dst10 = dst + y * _pitch * scaleH + x * sizeof(dstPixelType) * scaleW;
uint8 *dst20 = (scaleH == 2) ? dst10 + _pitch : 0;
int pitch = _pitch * scaleH;
int x0 = (x + l->hScroll) % l->width;
const uint8 *in0 = l->pixels + y * l->pitch + x0 * sizeof(srcPixelType);
while (h-- >= 0) {
const srcPixelType *in = (const srcPixelType*)in0;
dstPixelType *dst10a = (dstPixelType*)dst10;
dstPixelType *dst20a = (dstPixelType*)dst20;
int x1 = x0;
for (int w1 = w; w1 >= 0; w1--) {
srcPixelType col = *in++;
if (sizeof(dstPixelType) == 2) {
if (sizeof(srcPixelType) == 1) {
if (col || l->onBottom) {
if (srcCol4bit)
col = (col >> 4) & (col & 0x0f);
dstPixelType col2 = l->bltTmpPal[col];
*dst10a = col2;
if (scaleW == 2)
*++dst10a = col2;
if (scaleH == 2)
*dst20a = col2;
if (scaleW == 2 && scaleH == 2)
*++dst20a = col2;
}
dst10a++;
if (scaleH == 2)
dst20a++;
} else {
*dst10a++ = col;
if (scaleW == 2)
*dst10a++ = col;
if (scaleH == 2)
*dst20a++ = col;
if (scaleW == 2 && scaleH == 2)
*dst20a++ = col;
}
} else {
if (col || l->onBottom) {
if (srcCol4bit)
col = (col >> 4) & (col & 0x0f);
*dst10a = col;
if (scaleW == 2)
*++dst10a = col;
if (scaleH == 2)
*dst20a = col;
if (scaleW == 2 && scaleH == 2)
*++dst20a = col;
}
dst10a++;
if (scaleH == 2)
dst20a++;
}
if (++x1 == l->width) {
in -= l->width;
x1 -= l->width;
}
}
in0 += l->pitch;
dst10 += pitch;
if (scaleH == 2)
dst20 += pitch;
}
}
#ifdef USE_RGB_COLOR
template void TownsScreen::transferRect<uint16, uint16, 1, 1, false>(uint8 *dst, TownsScreenLayer *l, int x, int y, int w, int h);
template void TownsScreen::transferRect<uint16, uint16, 2, 2, false>(uint8 *dst, TownsScreenLayer *l, int x, int y, int w, int h);
template void TownsScreen::transferRect<uint16, uint8, 1, 1, true>(uint8 *dst, TownsScreenLayer *l, int x, int y, int w, int h);
#else
template void TownsScreen::transferRect<uint8, uint8, 2, 2, false>(uint8 *dst, TownsScreenLayer *l, int x, int y, int w, int h);
template void TownsScreen::transferRect<uint8, uint8, 1, 1, false>(uint8 *dst, TownsScreenLayer *l, int x, int y, int w, int h);
template void TownsScreen::transferRect<uint8, uint8, 1, 1, true>(uint8 *dst, TownsScreenLayer *l, int x, int y, int w, int h);
#endif
template<typename dstPixelType> void TownsScreen::updateScreenBuffer() {
Graphics::Surface *s = _system->lockScreen();
if (!s)
error("TownsScreen::updateOutputBuffer(): Failed to allocate screen buffer");
uint8 *dst = (uint8*)s->getPixels();
for (int i = 0; i < 2; i++) {
TownsScreenLayer *l = &_layers[i];
if (!l->enabled || !l->ready)
continue;
#ifdef USE_RGB_COLOR
if (l->bpp == 2) {
if (l->scaleH == 2 && l->scaleW == 2) {
for (Common::List<Common::Rect>::iterator r = _dirtyRects.begin(); r != _dirtyRects.end(); ++r)
transferRect<dstPixelType, uint16, 2, 2, false>(dst, l, r->left >> 1, r->top >> 1, (r->right - r->left) >> 1, (r->bottom - r->top) >> 1);
} else if (l->scaleH == 1 && l->scaleW == 1) {
for (Common::List<Common::Rect>::iterator r = _dirtyRects.begin(); r != _dirtyRects.end(); ++r)
transferRect<dstPixelType, uint16, 1, 1, false>(dst, l, r->left, r->top, r->right - r->left, r->bottom - r->top);
} else {
error("TownsScreen::updateOutputBuffer(): Unsupported scale mode");
}
} else if (l->bpp == 1) {
#else
if (l->numCol == 16) {
#endif
if (l->scaleH == 1 && l->scaleW == 1) {
for (Common::List<Common::Rect>::iterator r = _dirtyRects.begin(); r != _dirtyRects.end(); ++r)
transferRect<dstPixelType, uint8, 1, 1, true>(dst, l, r->left, r->top, r->right - r->left, r->bottom - r->top);
} else {
error("TownsScreen::updateOutputBuffer(): Unsupported scale mode");
}
#ifndef USE_RGB_COLOR
} else {
if (l->scaleH == 2 && l->scaleW == 2) {
for (Common::List<Common::Rect>::iterator r = _dirtyRects.begin(); r != _dirtyRects.end(); ++r)
transferRect<dstPixelType, uint8, 2, 2, false>(dst, l, r->left >> 1, r->top >> 1, (r->right - r->left) >> 1, (r->bottom - r->top) >> 1);
} else if (l->scaleH == 1 && l->scaleW == 1) {
for (Common::List<Common::Rect>::iterator r = _dirtyRects.begin(); r != _dirtyRects.end(); ++r)
transferRect<dstPixelType, uint8, 1, 1, false>(dst, l, r->left, r->top, r->right - r->left, r->bottom - r->top);
}
}
#else
} else {
error("TownsScreen::updateOutputBuffer(): Unsupported pixel format");
}
#endif
}
_system->unlockScreen();
_dirtyRects.clear();
_numDirtyRects = 0;
}
#ifdef USE_RGB_COLOR
template void TownsScreen::updateScreenBuffer<uint16>();
#else
template void TownsScreen::updateScreenBuffer<uint8>();
#endif
} // End of namespace Scumm
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE