mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-10 03:40:25 +00:00
c246c5cdd9
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).
184 lines
5.6 KiB
C++
184 lines
5.6 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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* 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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* 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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#include "engines/nancy/nancy.h"
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#include "engines/nancy/graphics.h"
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#include "engines/nancy/renderobject.h"
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#include "engines/nancy/state/scene.h"
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namespace Nancy {
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RenderObject::RenderObject(uint16 zOrder) :
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_needsRedraw(true),
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_isVisible(true),
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_z(zOrder) {}
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RenderObject::RenderObject(uint16 zOrder, Graphics::ManagedSurface &surface, const Common::Rect &srcBounds, const Common::Rect &destBounds) :
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RenderObject(zOrder) {
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_drawSurface.create(surface, srcBounds);
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_screenPosition = destBounds;
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}
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void RenderObject::init() {
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_previousScreenPosition = _screenPosition;
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}
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void RenderObject::registerGraphics() {
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g_nancy->_graphicsManager->addObject(this);
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}
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RenderObject::~RenderObject() {
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g_nancy->_graphicsManager->removeObject(this);
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if (_drawSurface.getPixels()) {
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_drawSurface.free();
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}
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}
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void RenderObject::moveTo(const Common::Point &position) {
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_previousScreenPosition = _screenPosition;
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_screenPosition.moveTo(position);
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_needsRedraw = true;
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}
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void RenderObject::moveTo(const Common::Rect &bounds) {
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_previousScreenPosition = _screenPosition;
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_screenPosition = bounds;
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_needsRedraw = true;
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}
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void RenderObject::setVisible(bool visible) {
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_isVisible = visible;
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_needsRedraw = true;
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}
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void RenderObject::setTransparent(bool isTransparent) {
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if (isTransparent) {
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_drawSurface.setTransparentColor(g_nancy->_graphicsManager->getTransColor());
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} else {
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_drawSurface.clearTransparentColor();
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}
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}
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void RenderObject::grabPalette(byte *colors, uint paletteStart, uint paletteSize) {
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if (colors) {
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_drawSurface.grabPalette(colors, paletteStart, paletteSize);
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}
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}
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void RenderObject::setPalette(const Common::String &paletteName, uint paletteStart, uint paletteSize) {
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GraphicsManager::loadSurfacePalette(_drawSurface, paletteName, paletteStart, paletteSize);
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_needsRedraw = true;
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}
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void RenderObject::setPalette(const byte *colors, uint paletteStart, uint paletteSize) {
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if (colors) {
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_drawSurface.setPalette(colors, paletteStart, paletteSize);
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_needsRedraw = true;
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}
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}
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Common::Rect RenderObject::getScreenPosition() const {
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if (isViewportRelative()) {
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return NancySceneState.getViewport().convertViewportToScreen(_screenPosition);
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} else {
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return _screenPosition;
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}
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}
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Common::Rect RenderObject::getPreviousScreenPosition() const {
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if (isViewportRelative()) {
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return NancySceneState.getViewport().convertViewportToScreen(_previousScreenPosition);
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} else {
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return _previousScreenPosition;
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}
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}
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// Convert a rectangle from screen space to local (to _drawSurface) space.
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// Does NOT take _drawSurface's offset into account
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Common::Rect RenderObject::convertToLocal(const Common::Rect &screen) const {
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Common::Rect ret = screen;
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Common::Point offset;
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if (isViewportRelative()) {
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Common::Rect viewportScreenPos = NancySceneState.getViewport().getScreenPosition();
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offset.x -= viewportScreenPos.left;
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offset.y -= viewportScreenPos.top;
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uint viewportScroll = NancySceneState.getViewport().getCurVerticalScroll();
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offset.y += viewportScroll;
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}
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offset.x -= _screenPosition.left;
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offset.y -= _screenPosition.top;
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ret.translate(offset.x, offset.y);
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if (_drawSurface.w != _screenPosition.width() || _drawSurface.h != _screenPosition.height()) {
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Common::Rect srcBounds = _drawSurface.getBounds();
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float scaleX = (float)srcBounds.width() / _screenPosition.width();
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float scaleY = (float)srcBounds.height() / _screenPosition.height();
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ret.left = (ret.left - srcBounds.left) * scaleX;
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ret.right = (ret.right - srcBounds.left) * scaleX;
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ret.top = (ret.top - srcBounds.top) * scaleY;
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ret.bottom = (ret.bottom - srcBounds.top) * scaleY;
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}
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return ret;
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}
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// Convert rectangle from local (to _drawSurface) space to screen space.
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// Does NOT take _drawSurface's offset into account
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Common::Rect RenderObject::convertToScreen(const Common::Rect &rect) const {
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Common::Rect ret = rect;
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Common::Point offset;
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if (_drawSurface.w != _screenPosition.width() || _drawSurface.h != _screenPosition.height()) {
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Common::Rect srcBounds = _drawSurface.getBounds();
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float scaleX = (float)srcBounds.width() / _screenPosition.width();
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float scaleY = (float)srcBounds.height() / _screenPosition.height();
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ret.left = (ret.left - srcBounds.left) * scaleX;
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ret.right = (ret.right - srcBounds.left) * scaleX;
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ret.top = (ret.top - srcBounds.top) * scaleY;
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ret.bottom = (ret.bottom - srcBounds.top) * scaleY;
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}
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if (isViewportRelative()) {
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Common::Rect viewportScreenPos = NancySceneState.getViewport().getScreenPosition();
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offset.x += viewportScreenPos.left;
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offset.y += viewportScreenPos.top;
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uint viewportScroll = NancySceneState.getViewport().getCurVerticalScroll();
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offset.y -= viewportScroll;
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}
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offset.x += _screenPosition.left;
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offset.y += _screenPosition.top;
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ret.translate(offset.x, offset.y);
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return ret;
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}
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} // End of namespace Nancy
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