mirror of
https://github.com/libretro/scummvm.git
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287 lines
7.5 KiB
C++
287 lines
7.5 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#include "common/config-manager.h"
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#include "saga2/saga2.h"
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#include "saga2/display.h"
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#include "saga2/intrface.h"
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#include "saga2/loadmsg.h"
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#include "saga2/grabinfo.h"
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#include "saga2/vpal.h"
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namespace Saga2 {
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extern bool delayReDraw;
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extern BackWindow *mainWindow; // main window...
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/* ===================================================================== *
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Globals
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* ===================================================================== */
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bool paletteMayHaveChanged = false;
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/* ===================================================================== *
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Locals
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* ===================================================================== */
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static uint32 displayStatus = GraphicsInit;
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static bool paletteSuspendFlag = false;
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/* ===================================================================== *
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Prototypes
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* ===================================================================== */
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void reDrawScreen();
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void localCursorOn();
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void localCursorOff();
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void loadingScreen();
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void resetInputDevices();
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APPFUNC(cmdWindowFunc); // main window event handler
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static void switchOn();
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static void switchOff();
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// ------------------------------------------------------------------------
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// end game (normally)
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void endGame() {
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blackOut();
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displayDisable(GameEnded);
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g_vm->_gameRunning = false;
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}
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/* ===================================================================== *
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Display initialization
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* ===================================================================== */
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void dayNightUpdate();
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void fadeUp();
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void displayUpdate();
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void drawMainDisplay();
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void niceScreenStartup() {
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if (ConfMan.hasKey("save_slot")) {
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cleanupGameState();
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loadSavedGameState(ConfMan.getInt("save_slot"));
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if (GameMode::newmodeFlag)
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GameMode::update();
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updateActiveRegions();
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}
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blackOut();
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disablePaletteChanges();
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mainEnable();
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closeLoadMode();
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g_vm->_pointer->move(Point16(320, 240));
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//g_vm->_pointer->hide();
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enablePaletteChanges();
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displayUpdate();
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dayNightUpdate();
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fadeUp();
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g_vm->_pointer->manditoryShow(); // hide mouse pointer
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reDrawScreen();
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//g_vm->_pointer->show();
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updateAllUserControls();
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reDrawScreen();
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g_vm->_mouseInfo->replaceObject();
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g_vm->_mouseInfo->clearGauge();
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g_vm->_mouseInfo->setText(nullptr);
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g_vm->_mouseInfo->setIntent(GrabInfo::WalkTo);
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resetInputDevices();
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}
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// ------------------------------------------------------------------------
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// backbuffer startup
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void initBackPanel() {
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if (mainWindow)
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return;
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mainWindow = new BackWindow(
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Rect16(0, 0, screenWidth, screenHeight),
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0,
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cmdWindowFunc);
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if (mainWindow == nullptr)
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error("Error initializing the back panel");
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}
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/* ===================================================================== *
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Display disable flags
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* ===================================================================== */
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// ------------------------------------------------------------------------
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// enable / disable blitting
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void displayEnable(DisplayDisabledBecause reason, bool onOff) {
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bool prev = displayEnabled();
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if (!onOff)
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displayStatus |= reason;
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else
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displayStatus &= (~reason);
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if (prev != displayEnabled()) {
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if (displayEnabled())
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switchOn();
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else
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switchOff();
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}
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}
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// ------------------------------------------------------------------------
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// This is a check to see if blitting is enabled
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bool displayEnabled(uint32 mask) {
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return true;
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}
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bool displayOkay() {
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return displayEnabled();
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}
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// ------------------------------------------------------------------------
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// Main on/off swiotch for display
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void mainEnable() {
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displayEnable(GameNotInitialized);
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}
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// ------------------------------------------------------------------------
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// This is a check to see if blitting is enabled
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void mainDisable() {
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displayDisable(GameNotInitialized);
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}
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// ------------------------------------------------------------------------
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// On/Off hooks
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static void switchOn() {
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enableUserControls();
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}
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static void switchOff() {
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disableUserControls();
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}
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/* ===================================================================== *
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Palette disable hooks
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* ===================================================================== */
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void enablePaletteChanges() {
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paletteSuspendFlag = false;
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paletteMayHaveChanged = true;
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}
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void disablePaletteChanges() {
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paletteSuspendFlag = true;
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}
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bool paletteChangesEnabled() {
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return !paletteSuspendFlag;
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}
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/* ===================================================================== *
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Refresh
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* ===================================================================== */
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// ------------------------------------------------------------------------
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// notice that screen may be dirty
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void delayedDisplayEnable() {
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delayReDraw = false;
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}
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// ------------------------------------------------------------------------
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// notice that palette may be dirty
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void externalPaletteIntrusion() {
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paletteMayHaveChanged = true;
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}
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// ------------------------------------------------------------------------
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// force a full screen redraw
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void reDrawScreen() {
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//dispMM("refresh");
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Rect16 r = Rect16(0, 0, 640, 480);
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if (mainWindow && displayEnabled()) {
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//updateAllUserControls();
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drawMainDisplay();
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mainWindow->invalidate(&r);
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delayReDraw = false;
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if (paletteMayHaveChanged) {
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paletteMayHaveChanged = false;
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g_vm->_pal->assertCurrentPalette();
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paletteMayHaveChanged = false;
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}
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} else
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delayReDraw = true;
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//mainWindow->invalidate(r);
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}
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/* ===================================================================== *
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Clear screen
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* ===================================================================== */
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void blackOut() {
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g_vm->_mainPort.drawMode = drawModeReplace;
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g_vm->_mainPort.setColor(0); // fill screen with color
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g_vm->_mainPort.fillRect(Rect16(0, 0, 640, 480));
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g_vm->_pal->lightsOut();
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}
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/* ===================================================================== *
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Loading screen
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* ===================================================================== */
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// ------------------------------------------------------------------------
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// enable / disable blitting
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void showLoadMessage() {
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uint32 saved = displayStatus;
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displayStatus = 0;
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loadingScreen();
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displayStatus = saved;
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}
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/* ===================================================================== *
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Video mode save and restore for videos
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* ===================================================================== */
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void pushVidState() {
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}
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void popVidState() {
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}
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} // end of namespace Saga2
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