scummvm/engines/nancy/graphics.cpp
Kaloyan Chehlarski 4d5c4fcfcc NANCY: Rename graphics and cursor managers
Changed the names of the pointers to GraphicsManager
and CursorManager to be shorter, since they were
inconsistent with the rest of the managers, and typing
them out is a chore.
2024-02-11 00:41:29 +01:00

446 lines
13 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "image/bmp.h"
#include "engines/util.h"
#include "engines/nancy/nancy.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/renderobject.h"
#include "engines/nancy/resource.h"
#include "engines/nancy/cursor.h"
#include "engines/nancy/state/scene.h"
namespace Nancy {
GraphicsManager::GraphicsManager() :
_objects(objectComparator),
_inputPixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0),
_screenPixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0),
_clut8Format(Graphics::PixelFormat::createFormatCLUT8()),
_transparentPixelFormat(4, 8, 8, 8, 8, 8, 16, 24, 0),
_isSuppressed(false) {}
void GraphicsManager::init() {
auto *bsum = GetEngineData(BSUM);
assert(bsum);
// Extract transparent color from the boot summary
if (g_nancy->getGameType() == kGameTypeVampire) {
_transColor = bsum->paletteTrans;
} else {
_transColor = (bsum->rTrans << _inputPixelFormat.rShift) |
(bsum->gTrans << _inputPixelFormat.gShift) |
(bsum->bTrans << _inputPixelFormat.bShift);
}
initGraphics(640, 480, &_screenPixelFormat);
_screen.create(640, 480, _screenPixelFormat);
_screen.setTransparentColor(getTransColor());
_screen.clear();
const ImageChunk *ob0 = (const ImageChunk *)g_nancy->getEngineData("OB0");
assert(ob0);
g_nancy->_resource->loadImage(ob0->imageName, _object0);
}
void GraphicsManager::draw(bool updateScreen) {
if (_isSuppressed && updateScreen) {
_isSuppressed = false;
return;
}
g_nancy->_cursor->applyCursor();
// Update graphics for all RenderObjects and determine
// the areas of the screen that need to be redrawn
for (auto it : _objects) {
RenderObject &current = *it;
current.updateGraphics();
if (current._needsRedraw) {
if (current._isVisible) {
if (current.hasMoved() && !current.getPreviousScreenPosition().isEmpty()) {
// Object moved to a new location on screen, update the previous one
_dirtyRects.push_back(current.getPreviousScreenPosition());
}
// Redraw the current location
_dirtyRects.push_back(current.getScreenPosition());
} else if (!current.getPreviousScreenPosition().isEmpty()) {
// Object just turned invisible, redraw the last location
_dirtyRects.push_back(current.getPreviousScreenPosition());
}
}
current._needsRedraw = false;
current._hasMoved = false;
current._previousScreenPosition = current._screenPosition;
}
// Filter out dirty rects that are completely inside others to reduce overdraw
for (auto outer = _dirtyRects.begin(); outer != _dirtyRects.end(); ++outer) {
for (auto inner = _dirtyRects.begin(); inner != _dirtyRects.end(); ++inner) {
if (inner != outer && (*outer).contains(*inner)) {
_dirtyRects.erase(inner);
break;
}
}
}
// Perform the actual drawing. This checks for cases where something would be fully obscured,
// and skips them (e.g. redrawing the Viewport won't also redraw the background)
for (Common::Rect rect : _dirtyRects) {
for (RenderObject **it = _objects.begin(); it < _objects.end(); ++it) {
RenderObject &current = **it;
if (!current._isVisible || current.getScreenPosition().isEmpty()) {
continue;
}
bool shouldSkip = false;
Common::Rect intersection = rect.findIntersectingRect(current.getScreenPosition());
if (!intersection.isEmpty()) {
// Found an intersecting RenderObject. Loop through the following
// RenderObjects, and see if we have another that fully obscures the intersection
for (auto it2 = it + 1; it2 < _objects.end(); ++it2) {
RenderObject &other = **it2;
if (!other._isVisible || other.getScreenPosition().isEmpty()) {
continue;
}
Common::Rect intersection2 = intersection.findIntersectingRect(other.getScreenPosition());
if (intersection == intersection2) {
// The entire area that would be drawn is obscured by another RenderObject.
// If the obscuring RenderObject is not transparent, we skip drawing current
if (!other._drawSurface.hasTransparentColor() && other._drawSurface.format != _transparentPixelFormat) {
// No transparency, skip current
shouldSkip = true;
break;
}
}
}
if (shouldSkip) {
continue;
}
blitToScreen(current, rect.findIntersectingRect(current.getScreenPosition()));
}
}
}
// Draw the screen
if (updateScreen) {
_screen.update();
}
// Remove all dirty rects for the next frame
_dirtyRects.clear();
}
void GraphicsManager::loadFonts(Common::SeekableReadStream *chunkStream) {
auto *bsum = GetEngineData(BSUM);
assert(bsum);
assert(chunkStream);
chunkStream->seek(0);
_fonts.resize(bsum->numFonts);
for (uint i = 0; i < _fonts.size(); ++i) {
_fonts[i].read(*chunkStream);
}
delete chunkStream;
}
void GraphicsManager::addObject(RenderObject *object) {
for (auto &r : _objects) {
if (r == object) {
// Erase and re-add objects already in the array to make sure
// any changes in the z depth are reflected correctly
_objects.erase(&r);
}
}
_objects.insert(object);
}
void GraphicsManager::removeObject(RenderObject *object) {
for (auto &r : _objects) {
if (r == object) {
// Make sure the object gets properly cleared
_dirtyRects.push_back(r->getPreviousScreenPosition());
_objects.erase(&r);
break;
}
}
}
void GraphicsManager::clearObjects() {
_objects.clear();
}
void GraphicsManager::redrawAll() {
for (auto &obj : _objects) {
obj->_needsRedraw = true;
}
}
void GraphicsManager::suppressNextDraw() {
_isSuppressed = true;
}
void GraphicsManager::loadSurfacePalette(Graphics::ManagedSurface &inSurf, const Common::Path &paletteFilename, uint paletteStart, uint paletteSize) {
Common::File f;
if (f.open(paletteFilename.append(".bmp"))) {
Image::BitmapDecoder dec;
if (dec.loadStream(f)) {
inSurf.setPalette(dec.getPalette(), paletteStart, paletteSize);
}
}
}
void GraphicsManager::copyToManaged(const Graphics::Surface &src, Graphics::ManagedSurface &dst, bool verticalFlip, bool doubleSize) {
if (dst.w != (doubleSize ? src.w * 2 : src.w) || dst.h != (doubleSize ? src.h * 2 : src.h)) {
uint8 palette[256 * 3];
bool hasPalette = dst.hasPalette();
bool hasTransColor = dst.hasTransparentColor();
if (hasPalette && g_nancy->getGameType() == kGameTypeVampire) {
dst.grabPalette(palette, 0, 256);
}
dst.create(doubleSize ? src.w * 2 : src.w, doubleSize ? src.h * 2 : src.h, src.format);
if (hasPalette && g_nancy->getGameType() == kGameTypeVampire) {
dst.setPalette(palette, 0, 256);
}
if (hasTransColor) {
// Do the same trick with the transparent color
dst.setTransparentColor(dst.getTransparentColor());
}
}
if (!verticalFlip && !doubleSize) {
dst.copyRectToSurface(src, 0, 0, Common::Rect(0, 0, src.w, src.h));
return;
}
for (int y = 0; y < src.h; ++y) {
if (!doubleSize) {
// Copy single line bottom to top
memcpy(dst.getBasePtr(0, y), src.getBasePtr(0, src.h - y - 1), src.w * src.format.bytesPerPixel);
} else {
// Make four copies of each source pixel
for (int x = 0; x < src.w; ++x) {
switch (src.format.bytesPerPixel) {
case 1: {
const byte *srcP = (const byte *)src.getBasePtr(x, y);
uint dstX = x * 2;
uint dstY = verticalFlip ? (src.h - y - 1) * 2 : src.h - y - 1;
byte *dstP = ((byte *)dst.getBasePtr(dstX, dstY));
*dstP = *srcP;
*(dstP + 1) = *srcP;
dstP += dst.w;
*dstP = *srcP;
*(dstP + 1) = *srcP;
break;
}
case 2: {
const uint16 *srcP = (const uint16 *)src.getBasePtr(x, y);
uint dstX = x * 2;
uint dstY = verticalFlip ? (src.h - y - 1) * 2 : src.h - y - 1;
uint16 *dstP = ((uint16 *)dst.getBasePtr(dstX, dstY));
*dstP = *srcP;
*(dstP + 1) = *srcP;
dstP += dst.w;
*dstP = *srcP;
*(dstP + 1) = *srcP;
break;
}
case 4: {
const uint32 *srcP = (const uint32 *)src.getBasePtr(x, y);
uint dstX = x * 2;
uint dstY = verticalFlip ? (src.h - y - 1) * 2 : src.h - y - 1;
uint32 *dstP = ((uint32 *)dst.getBasePtr(dstX, dstY));
*dstP = *srcP;
*(dstP + 1) = *srcP;
dstP += dst.w;
*dstP = *srcP;
*(dstP + 1) = *srcP;
break;
}
default:
return;
}
}
}
}
}
void GraphicsManager::copyToManaged(void *src, Graphics::ManagedSurface &dst, uint srcW, uint srcH, const Graphics::PixelFormat &format, bool verticalFlip, bool doubleSize) {
// Do things the lazy way and simply create a Surface and pass it to the other overload
// We do NOT free the surface since it's a temporary object and does not own the pixels
Graphics::Surface surf;
surf.w = srcW;
surf.h = srcH;
surf.format = format;
surf.pitch = srcW * format.bytesPerPixel;
surf.setPixels(src);
copyToManaged(surf, dst, verticalFlip, doubleSize);
}
// Custom rotation code since Surface::rotoscale() produces incorrect results
// Only works on 16 bit surfaces and ignores transparency
// Rotation is a value between 0 and 3, corresponding to 0, 90, 180, or 270 degrees clockwise
void GraphicsManager::rotateBlit(const Graphics::ManagedSurface &src, Graphics::ManagedSurface &dest, byte rotation) {
assert(!src.empty() && !dest.empty());
assert(rotation <= 3);
assert(src.format.bytesPerPixel == 2 && dest.format.bytesPerPixel == 2);
uint srcW = src.w;
uint srcH = src.h;
const uint16 *s, *e;
if (rotation % 2) {
if (src.h != dest.w || src.w != dest.h) {
// Dest surface is wrong size, destroy it and create an appropriate one
dest.create(src.h, src.w, src.format);
}
} else {
if (src.w != dest.w || src.h != dest.h) {
// Dest surface is wrong size, destroy it and create an appropriate one
dest.create(src.w, src.h, src.format);
}
}
switch (rotation) {
case 0 :
// No rotation, just blit
dest.rawBlitFrom(src, src.getBounds(), Common::Point());
return;
case 2 : {
// 180 degrees
uint16 *d;
for (uint y = 0; y < srcH; ++y) {
s = (const uint16 *)src.getBasePtr(0, y);
e = (const uint16 *)src.getBasePtr(srcW, y);
d = (uint16 *)dest.getBasePtr(srcW - 1, srcH - y - 1);
for (; s < e; ++s, --d) {
*d = *s;
}
}
break;
}
case 1 :
// 90 degrees
for (uint y = 0; y < srcH; ++y) {
s = (const uint16 *)src.getBasePtr(0, y);
for (uint x = 0; x < srcW; ++x, ++s) {
*((uint16 *)dest.getBasePtr(srcH - y - 1, x)) = *s;
}
}
break;
case 3 :
// 270 degrees
for (uint y = 0; y < srcH; ++y) {
s = (const uint16 *)src.getBasePtr(0, y);
for (uint x = 0; x < srcW; ++x, ++s) {
*((uint16 *)dest.getBasePtr(y, srcW - x - 1)) = *s;
}
}
break;
}
}
void GraphicsManager::crossDissolve(const Graphics::ManagedSurface &from, const Graphics::ManagedSurface &to, byte alpha, const Common::Rect rect, Graphics::ManagedSurface &inResult) {
assert(from.getBounds() == to.getBounds());
inResult.blitFrom(from, rect, Common::Point());
inResult.transBlitFrom(to, rect, Common::Point(), (uint32)-1, false, 0, alpha);
}
void GraphicsManager::debugDrawToScreen(const Graphics::ManagedSurface &surf) {
_screen.blitFrom(surf, Common::Point());
_screen.update();
}
const Graphics::PixelFormat &GraphicsManager::getInputPixelFormat() {
if (g_nancy->getGameType() == kGameTypeVampire) {
return _clut8Format;
} else {
return _inputPixelFormat;
}
}
const Graphics::PixelFormat &GraphicsManager::getScreenPixelFormat() {
return _screenPixelFormat;
}
const Graphics::PixelFormat &GraphicsManager::getTransparentPixelFormat() {
return _transparentPixelFormat;
}
void GraphicsManager::grabViewportObjects(Common::Array<RenderObject *> &inArray) {
// Add the viewport
inArray.push_back(&(RenderObject &)NancySceneState.getViewport());
// Add all viewport-relative (non-UI) objects
for (RenderObject *obj : _objects) {
if (obj->isViewportRelative()) {
inArray.push_back(obj);
}
}
}
void GraphicsManager::screenshotScreen(Graphics::ManagedSurface &inSurf) {
draw(false);
inSurf.free();
inSurf.copyFrom(_screen);
}
// Draw a given screen-space rectangle to the screen
void GraphicsManager::blitToScreen(const RenderObject &src, Common::Rect screenRect) {
_screen.blitFrom(src._drawSurface, src._drawSurface.getBounds().findIntersectingRect(src.convertToLocal(screenRect)), screenRect);
}
int GraphicsManager::objectComparator(const void *a, const void *b) {
if (((const RenderObject*)a)->getZOrder() < ((const RenderObject*)b)->getZOrder()) {
return -1;
} else if (((const RenderObject*)a)->getZOrder() > ((const RenderObject*)b)->getZOrder()) {
return 1;
} else {
return 0;
}
}
} // End of namespace Nancy