scummvm/engines/nancy/renderobject.cpp
Kaloyan Chehlarski c246c5cdd9 NANCY: Correct scaled blitting
Fixed an issue where some objects would be rendered at the wrong
scale when overlapped with a transparent object (e.g. the clock
in The Vampire Diaries).
2023-03-26 11:44:05 +03:00

184 lines
5.6 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 "engines/nancy/nancy.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/renderobject.h"
#include "engines/nancy/state/scene.h"
namespace Nancy {
RenderObject::RenderObject(uint16 zOrder) :
_needsRedraw(true),
_isVisible(true),
_z(zOrder) {}
RenderObject::RenderObject(uint16 zOrder, Graphics::ManagedSurface &surface, const Common::Rect &srcBounds, const Common::Rect &destBounds) :
RenderObject(zOrder) {
_drawSurface.create(surface, srcBounds);
_screenPosition = destBounds;
}
void RenderObject::init() {
_previousScreenPosition = _screenPosition;
}
void RenderObject::registerGraphics() {
g_nancy->_graphicsManager->addObject(this);
}
RenderObject::~RenderObject() {
g_nancy->_graphicsManager->removeObject(this);
if (_drawSurface.getPixels()) {
_drawSurface.free();
}
}
void RenderObject::moveTo(const Common::Point &position) {
_previousScreenPosition = _screenPosition;
_screenPosition.moveTo(position);
_needsRedraw = true;
}
void RenderObject::moveTo(const Common::Rect &bounds) {
_previousScreenPosition = _screenPosition;
_screenPosition = bounds;
_needsRedraw = true;
}
void RenderObject::setVisible(bool visible) {
_isVisible = visible;
_needsRedraw = true;
}
void RenderObject::setTransparent(bool isTransparent) {
if (isTransparent) {
_drawSurface.setTransparentColor(g_nancy->_graphicsManager->getTransColor());
} else {
_drawSurface.clearTransparentColor();
}
}
void RenderObject::grabPalette(byte *colors, uint paletteStart, uint paletteSize) {
if (colors) {
_drawSurface.grabPalette(colors, paletteStart, paletteSize);
}
}
void RenderObject::setPalette(const Common::String &paletteName, uint paletteStart, uint paletteSize) {
GraphicsManager::loadSurfacePalette(_drawSurface, paletteName, paletteStart, paletteSize);
_needsRedraw = true;
}
void RenderObject::setPalette(const byte *colors, uint paletteStart, uint paletteSize) {
if (colors) {
_drawSurface.setPalette(colors, paletteStart, paletteSize);
_needsRedraw = true;
}
}
Common::Rect RenderObject::getScreenPosition() const {
if (isViewportRelative()) {
return NancySceneState.getViewport().convertViewportToScreen(_screenPosition);
} else {
return _screenPosition;
}
}
Common::Rect RenderObject::getPreviousScreenPosition() const {
if (isViewportRelative()) {
return NancySceneState.getViewport().convertViewportToScreen(_previousScreenPosition);
} else {
return _previousScreenPosition;
}
}
// Convert a rectangle from screen space to local (to _drawSurface) space.
// Does NOT take _drawSurface's offset into account
Common::Rect RenderObject::convertToLocal(const Common::Rect &screen) const {
Common::Rect ret = screen;
Common::Point offset;
if (isViewportRelative()) {
Common::Rect viewportScreenPos = NancySceneState.getViewport().getScreenPosition();
offset.x -= viewportScreenPos.left;
offset.y -= viewportScreenPos.top;
uint viewportScroll = NancySceneState.getViewport().getCurVerticalScroll();
offset.y += viewportScroll;
}
offset.x -= _screenPosition.left;
offset.y -= _screenPosition.top;
ret.translate(offset.x, offset.y);
if (_drawSurface.w != _screenPosition.width() || _drawSurface.h != _screenPosition.height()) {
Common::Rect srcBounds = _drawSurface.getBounds();
float scaleX = (float)srcBounds.width() / _screenPosition.width();
float scaleY = (float)srcBounds.height() / _screenPosition.height();
ret.left = (ret.left - srcBounds.left) * scaleX;
ret.right = (ret.right - srcBounds.left) * scaleX;
ret.top = (ret.top - srcBounds.top) * scaleY;
ret.bottom = (ret.bottom - srcBounds.top) * scaleY;
}
return ret;
}
// Convert rectangle from local (to _drawSurface) space to screen space.
// Does NOT take _drawSurface's offset into account
Common::Rect RenderObject::convertToScreen(const Common::Rect &rect) const {
Common::Rect ret = rect;
Common::Point offset;
if (_drawSurface.w != _screenPosition.width() || _drawSurface.h != _screenPosition.height()) {
Common::Rect srcBounds = _drawSurface.getBounds();
float scaleX = (float)srcBounds.width() / _screenPosition.width();
float scaleY = (float)srcBounds.height() / _screenPosition.height();
ret.left = (ret.left - srcBounds.left) * scaleX;
ret.right = (ret.right - srcBounds.left) * scaleX;
ret.top = (ret.top - srcBounds.top) * scaleY;
ret.bottom = (ret.bottom - srcBounds.top) * scaleY;
}
if (isViewportRelative()) {
Common::Rect viewportScreenPos = NancySceneState.getViewport().getScreenPosition();
offset.x += viewportScreenPos.left;
offset.y += viewportScreenPos.top;
uint viewportScroll = NancySceneState.getViewport().getCurVerticalScroll();
offset.y -= viewportScroll;
}
offset.x += _screenPosition.left;
offset.y += _screenPosition.top;
ret.translate(offset.x, offset.y);
return ret;
}
} // End of namespace Nancy