scummvm/engines/sci/graphics/screen.h

452 lines
14 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.
*
*/
#ifndef SCI_GRAPHICS_SCREEN_H
#define SCI_GRAPHICS_SCREEN_H
#include "sci/sci.h"
#include "sci/graphics/helpers.h"
#include "sci/graphics/view.h"
#include "graphics/sjis.h"
namespace Sci {
#define SCI_SCREEN_UPSCALEDMAXHEIGHT 200
#define SCI_SCREEN_UPSCALEDMAXWIDTH 320
enum GfxScreenUpscaledMode {
GFX_SCREEN_UPSCALED_DISABLED = 0,
GFX_SCREEN_UPSCALED_480x300 = 1,
GFX_SCREEN_UPSCALED_640x400 = 2,
GFX_SCREEN_UPSCALED_640x440 = 3,
GFX_SCREEN_UPSCALED_640x480 = 4
};
enum GfxScreenMasks {
GFX_SCREEN_MASK_VISUAL = 1,
GFX_SCREEN_MASK_PRIORITY = 2,
GFX_SCREEN_MASK_CONTROL = 4,
GFX_SCREEN_MASK_DISPLAY = 8, // not official sierra sci, only used internally
GFX_SCREEN_MASK_ALL = GFX_SCREEN_MASK_VISUAL|GFX_SCREEN_MASK_PRIORITY|GFX_SCREEN_MASK_CONTROL
};
enum {
DITHERED_BG_COLORS_SIZE = 256
};
/**
* Screen class, actually creates 3 (4) screens internally:
* - visual/display (for the user),
* - priority (contains priority information) and
* - control (contains control information).
* Handles all operations to it and copies parts of visual/display screen to
* the actual screen, so the user can really see it.
*/
class GfxScreen {
public:
GfxScreen(ResourceManager *resMan);
~GfxScreen();
uint16 getWidth() { return _width; }
uint16 getHeight() { return _height; }
uint16 getScriptWidth() { return _scriptWidth; }
uint16 getScriptHeight() { return _scriptHeight; }
uint16 getDisplayWidth() { return _displayWidth; }
uint16 getDisplayHeight() { return _displayHeight; }
byte getColorWhite() { return _colorWhite; }
byte getColorDefaultVectorData() { return _colorDefaultVectorData; }
#ifdef ENABLE_SCI32
byte *getDisplayScreen() { return _displayScreen; }
byte *getPriorityScreen() { return _priorityScreen; }
#endif
void clearForRestoreGame();
void copyToScreen();
void copyFromScreen(byte *buffer);
void kernelSyncWithFramebuffer();
void copyRectToScreen(const Common::Rect &rect);
void copyDisplayRectToScreen(const Common::Rect &rect);
void copyRectToScreen(const Common::Rect &rect, int16 x, int16 y);
// Vector drawing
private:
void vectorPutLinePixel(int16 x, int16 y, byte drawMask, byte color, byte priority, byte control);
void vectorPutLinePixel480x300(int16 x, int16 y, byte drawMask, byte color, byte priority, byte control);
public:
void vectorAdjustLineCoordinates(int16 *left, int16 *top, int16 *right, int16 *bottom, byte drawMask, byte color, byte priority, byte control);
byte vectorIsFillMatch(int16 x, int16 y, byte screenMask, byte checkForColor, byte checkForPriority, byte checkForControl, bool isEGA);
byte getDrawingMask(byte color, byte prio, byte control);
void drawLine(Common::Point startPoint, Common::Point endPoint, byte color, byte prio, byte control);
void drawLine(int16 left, int16 top, int16 right, int16 bottom, byte color, byte prio, byte control) {
drawLine(Common::Point(left, top), Common::Point(right, bottom), color, prio, control);
}
GfxScreenUpscaledMode getUpscaledHires() const {
return _upscaledHires;
}
bool isUnditheringEnabled() const {
return _unditheringEnabled;
}
void enableUndithering(bool flag);
void putKanjiChar(Graphics::FontSJIS *commonFont, int16 x, int16 y, uint16 chr, byte color);
int bitsGetDataSize(Common::Rect rect, byte mask);
void bitsSave(Common::Rect rect, byte mask, byte *memoryPtr);
void bitsGetRect(byte *memoryPtr, Common::Rect *destRect);
void bitsRestore(byte *memoryPtr);
void scale2x(const byte *src, byte *dst, int16 srcWidth, int16 srcHeight, byte bytesPerPixel = 1);
void adjustToUpscaledCoordinates(int16 &y, int16 &x, Sci32ViewNativeResolution viewScalingType = SCI_VIEW_NATIVERES_NONE);
void adjustBackUpscaledCoordinates(int16 &y, int16 &x, Sci32ViewNativeResolution viewScalingType = SCI_VIEW_NATIVERES_NONE);
void dither(bool addToFlag);
// Force a color combination as a dithered color
void ditherForceDitheredColor(byte color);
int16 *unditherGetDitheredBgColors();
void debugShowMap(int mapNo);
int _picNotValid; // possible values 0, 1 and 2
int _picNotValidSci11; // another variable that is used by kPicNotValid in sci1.1
int16 kernelPicNotValid(int16 newPicNotValid);
void kernelShakeScreen(uint16 shakeCount, uint16 direction);
void setFontIsUpscaled(bool isUpscaled) { _fontIsUpscaled = isUpscaled; }
bool fontIsUpscaled() const { return _fontIsUpscaled; }
private:
uint16 _width;
uint16 _height;
uint _pixels;
uint16 _scriptWidth;
uint16 _scriptHeight;
uint16 _displayWidth;
uint16 _displayHeight;
uint _displayPixels;
byte _colorWhite;
byte _colorDefaultVectorData;
void bitsRestoreScreen(Common::Rect rect, byte *&memoryPtr, byte *screen, uint16 screenWidth);
void bitsRestoreDisplayScreen(Common::Rect rect, byte *&memoryPtr);
void bitsSaveScreen(Common::Rect rect, byte *screen, uint16 screenWidth, byte *&memoryPtr);
void bitsSaveDisplayScreen(Common::Rect rect, byte *&memoryPtr);
void setVerticalShakePos(uint16 shakePos);
/**
* If this flag is true, undithering is enabled, otherwise disabled.
*/
bool _unditheringEnabled;
int16 _ditheredPicColors[DITHERED_BG_COLORS_SIZE];
// These screens have the real resolution of the game engine (320x200 for
// SCI0/SCI1/SCI11 games, 640x480 for SCI2 games). SCI0 games will be
// dithered in here at any time.
byte *_visualScreen;
byte *_priorityScreen;
byte *_controlScreen;
/**
* This screen is the one, where pixels are copied out of into the frame buffer.
* It may be 640x400 for japanese SCI1 games. SCI0 games may be undithered in here.
* Only read from this buffer for Save/ShowBits usage.
*/
byte *_displayScreen;
ResourceManager *_resMan;
/**
* Pointer to the currently active screen (changing only required for
* debug purposes, to show for example the priority screen).
*/
byte *_activeScreen;
/**
* This variable defines, if upscaled hires is active and what upscaled mode
* is used.
*/
GfxScreenUpscaledMode _upscaledHires;
/**
* This here holds a translation for vertical+horizontal coordinates between native
* (visual) and actual (display) screen.
*/
int16 _upscaledHeightMapping[SCI_SCREEN_UPSCALEDMAXHEIGHT + 1];
int16 _upscaledWidthMapping[SCI_SCREEN_UPSCALEDMAXWIDTH + 1];
/**
* This defines whether or not the font we're drawing is already scaled
* to the screen size (and we therefore should not upscale it ourselves).
*/
bool _fontIsUpscaled;
// pixel related code, in header so that it can be inlined for performance
public:
void putPixel(int16 x, int16 y, byte drawMask, byte color, byte priority, byte control) {
if (_upscaledHires == GFX_SCREEN_UPSCALED_480x300) {
putPixel480x300(x, y, drawMask, color, priority, control);
return;
}
// Set pixel for visual, priority and control map directly, those are not upscaled
int offset = y * _width + x;
if (drawMask & GFX_SCREEN_MASK_VISUAL) {
_visualScreen[offset] = color;
int displayOffset = 0;
switch (_upscaledHires) {
case GFX_SCREEN_UPSCALED_DISABLED:
displayOffset = offset;
_displayScreen[displayOffset] = color;
break;
case GFX_SCREEN_UPSCALED_640x400:
case GFX_SCREEN_UPSCALED_640x440:
case GFX_SCREEN_UPSCALED_640x480:
putScaledPixelOnDisplay(x, y, color);
break;
default:
break;
}
}
if (drawMask & GFX_SCREEN_MASK_PRIORITY) {
_priorityScreen[offset] = priority;
}
if (drawMask & GFX_SCREEN_MASK_CONTROL) {
_controlScreen[offset] = control;
}
}
void putPixel480x300(int16 x, int16 y, byte drawMask, byte color, byte priority, byte control) {
int offset = ((y * 3) / 2 * _width) + ((x * 3) / 2);
// All maps are upscaled
// TODO: figure out, what Sierra exactly did on Mac for these games
if (drawMask & GFX_SCREEN_MASK_VISUAL) {
putPixel480x300Worker(x, y, offset, _visualScreen, color);
putPixel480x300Worker(x, y, offset, _displayScreen, color);
}
if (drawMask & GFX_SCREEN_MASK_PRIORITY) {
putPixel480x300Worker(x, y, offset, _priorityScreen, priority);
}
if (drawMask & GFX_SCREEN_MASK_CONTROL) {
putPixel480x300Worker(x, y, offset, _controlScreen, control);
}
}
void putPixel480x300Worker(int16 x, int16 y, int offset, byte *screen, byte byteToSet) {
screen[offset] = byteToSet;
if (x & 1)
screen[offset + 1] = byteToSet;
if (y & 1)
screen[offset + _width] = byteToSet;
if ((x & 1) && (y & 1))
screen[offset + _width + 1] = byteToSet;
}
// This is called from vector drawing to put a pixel at a certain location
void vectorPutPixel(int16 x, int16 y, byte drawMask, byte color, byte priority, byte control) {
switch (_upscaledHires) {
case GFX_SCREEN_UPSCALED_640x400:
case GFX_SCREEN_UPSCALED_640x440:
case GFX_SCREEN_UPSCALED_640x480:
// For regular upscaled modes forward to the regular putPixel
putPixel(x, y, drawMask, color, priority, control);
return;
break;
default:
break;
}
// For non-upscaled mode and 480x300 Mac put pixels directly
int offset = y * _width + x;
if (drawMask & GFX_SCREEN_MASK_VISUAL) {
_visualScreen[offset] = color;
_displayScreen[offset] = color;
}
if (drawMask & GFX_SCREEN_MASK_PRIORITY) {
_priorityScreen[offset] = priority;
}
if (drawMask & GFX_SCREEN_MASK_CONTROL) {
_controlScreen[offset] = control;
}
}
/**
* This will just change a pixel directly on displayscreen. It is supposed to be
* only used on upscaled-Hires games where hires content needs to get drawn ONTO
* the upscaled display screen (like japanese fonts, hires portraits, etc.).
*/
void putPixelOnDisplay(int16 x, int16 y, byte color) {
int offset = y * _displayWidth + x;
_displayScreen[offset] = color;
}
// Upscales a pixel and puts it on display screen only
void putScaledPixelOnDisplay(int16 x, int16 y, byte color) {
int displayOffset = 0;
switch (_upscaledHires) {
case GFX_SCREEN_UPSCALED_640x400:
displayOffset = (y * 2) * _displayWidth + x * 2; // straight 1 pixel -> 2 mapping
_displayScreen[displayOffset] = color;
_displayScreen[displayOffset + 1] = color;
_displayScreen[displayOffset + _displayWidth] = color;
_displayScreen[displayOffset + _displayWidth + 1] = color;
break;
case GFX_SCREEN_UPSCALED_640x440: {
int16 startY = (y * 11) / 5;
int16 endY = ((y + 1) * 11) / 5;
displayOffset = (startY * _displayWidth) + x * 2;
for (int16 curY = startY; curY < endY; curY++) {
_displayScreen[displayOffset] = color;
_displayScreen[displayOffset + 1] = color;
displayOffset += _displayWidth;
}
break;
}
case GFX_SCREEN_UPSCALED_640x480: {
int16 startY = (y * 12) / 5;
int16 endY = ((y + 1) * 12) / 5;
displayOffset = (startY * _displayWidth) + x * 2;
for (int16 curY = startY; curY < endY; curY++) {
_displayScreen[displayOffset] = color;
_displayScreen[displayOffset + 1] = color;
displayOffset += _displayWidth;
}
break;
}
default:
break;
}
}
/**
* This is used to put font pixels onto the screen - we adjust differently, so that we won't
* do triple pixel lines in any case on upscaled hires. That way the font will not get distorted
* Sierra SCI didn't do this
*/
void putFontPixel(int16 startingY, int16 x, int16 y, byte color) {
int16 actualY = startingY + y;
if (_fontIsUpscaled) {
// Do not scale ourselves, but put it on the display directly
putPixelOnDisplay(x, actualY, color);
} else {
int offset = actualY * _width + x;
_visualScreen[offset] = color;
switch (_upscaledHires) {
case GFX_SCREEN_UPSCALED_DISABLED:
_displayScreen[offset] = color;
break;
case GFX_SCREEN_UPSCALED_640x400:
case GFX_SCREEN_UPSCALED_640x440:
case GFX_SCREEN_UPSCALED_640x480: {
// to 1-> 4 pixels upscaling for all of those, so that fonts won't look weird
int displayOffset = (_upscaledHeightMapping[startingY] + y * 2) * _displayWidth + x * 2;
_displayScreen[displayOffset] = color;
_displayScreen[displayOffset + 1] = color;
displayOffset += _displayWidth;
_displayScreen[displayOffset] = color;
_displayScreen[displayOffset + 1] = color;
break;
}
default:
putScaledPixelOnDisplay(x, actualY, color);
break;
}
}
}
byte getPixel(byte *screen, int16 x, int16 y) {
switch (_upscaledHires) {
case GFX_SCREEN_UPSCALED_480x300: {
int offset = ((y * 3) / 2) * _width + ((y * 3) / 2);
return screen[offset];
break;
}
default:
break;
}
return screen[y * _width + x];
}
byte getVisual(int16 x, int16 y) {
return getPixel(_visualScreen, x, y);
}
byte getPriority(int16 x, int16 y) {
return getPixel(_priorityScreen, x, y);
}
byte getControl(int16 x, int16 y) {
return getPixel(_controlScreen, x, y);
}
// Vector related public code - in here, so that it can be inlined
byte vectorGetPixel(byte *screen, int16 x, int16 y) {
return screen[y * _width + x];
}
byte vectorGetVisual(int16 x, int16 y) {
return vectorGetPixel(_visualScreen, x, y);
}
byte vectorGetPriority(int16 x, int16 y) {
return vectorGetPixel(_priorityScreen, x, y);
}
byte vectorGetControl(int16 x, int16 y) {
return vectorGetPixel(_controlScreen, x, y);
}
void vectorAdjustCoordinate(int16 *x, int16 *y) {
switch (_upscaledHires) {
case GFX_SCREEN_UPSCALED_480x300:
*x = (*x * 3) / 2;
*y = (*y * 3) / 2;
break;
default:
break;
}
}
};
} // End of namespace Sci
#endif