scummvm/engines/scumm/gfx_mac.cpp
AndywinXp 0c0bfe70ad SCUMM: GUI: Clean-up and fix v3 Mac banners
These changes fix issues related to surfaces saving and restoring, and remove
unneeded code for the Mac GUI.
2022-11-28 23:21:45 +01:00

354 lines
11 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 "common/system.h"
#include "graphics/macega.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/usage_bits.h"
#include "scumm/verbs.h"
namespace Scumm {
void ScummEngine::mac_markScreenAsDirty(int x, int y, int w, int h) {
// Mark the virtual screen as dirty. The top and left coordinates are
// rounded down, while the bottom and right ones are rounded up.
VirtScreen *vs = &_virtscr[kMainVirtScreen];
int vsTop = y / 2 - vs->topline;
int vsBottom = (y + h) / 2 - vs->topline;
int vsLeft = x / 2;
int vsRight = (x + w) / 2;
if ((y + h) & 1)
vsBottom++;
if ((x + w) & 1)
vsRight++;
markRectAsDirty(kMainVirtScreen, vsLeft, vsRight, vsTop, vsBottom);
}
void ScummEngine::mac_drawStripToScreen(VirtScreen *vs, int top, int x, int y, int width, int height) {
const byte *pixels = vs->getPixels(x, top);
const byte *ts = (byte *)_textSurface.getBasePtr(x * 2, y * 2);
byte *mac = (byte *)_macScreen->getBasePtr(x * 2, y * 2);
int pixelsPitch = vs->pitch;
int tsPitch = _textSurface.pitch;
int macPitch = _macScreen->pitch;
// In b/w Mac rendering mode, the shadow palette is implemented here,
// and not as a palette manipulation. See special cases in o5_roomOps()
// and updatePalette().
//
// This is used at the very least for the lightning flashes at Castle
// Brunwald in Indy 3, as well as the scene where the dragon finds
// Rusty in Loom.
//
// Interestingly, the original Mac interpreter does not seem to do
// this, and instead just renders the scene as if the palette was
// unmodified. At least, that's what Mini vMac did when I tried it.
if (_renderMode == Common::kRenderMacintoshBW) {
for (int h = 0; h < height; h++) {
for (int w = 0; w < width; w++) {
int color = _enableEnhancements ? _shadowPalette[pixels[w]] : pixels[w];
if (ts[2 * w] == CHARSET_MASK_TRANSPARENCY)
mac[2 * w] = Graphics::macEGADither[color][0];
if (ts[2 * w + 1] == CHARSET_MASK_TRANSPARENCY)
mac[2 * w + 1] = Graphics::macEGADither[color][1];
if (ts[2 * w + tsPitch] == CHARSET_MASK_TRANSPARENCY)
mac[2 * w + macPitch] = Graphics::macEGADither[color][2];
if (ts[2 * w + tsPitch + 1] == CHARSET_MASK_TRANSPARENCY)
mac[2 * w + macPitch + 1] = Graphics::macEGADither[color][3];
}
pixels += pixelsPitch;
ts += tsPitch * 2;
mac += macPitch * 2;
}
} else {
for (int h = 0; h < height; h++) {
for (int w = 0; w < width; w++) {
if (ts[2 * w] == CHARSET_MASK_TRANSPARENCY)
mac[2 * w] = pixels[w];
if (ts[2 * w + 1] == CHARSET_MASK_TRANSPARENCY)
mac[2 * w + 1] = pixels[w];
if (ts[2 * w + tsPitch] == CHARSET_MASK_TRANSPARENCY)
mac[2 * w + macPitch] = pixels[w];
if (ts[2 * w + tsPitch + 1] == CHARSET_MASK_TRANSPARENCY)
mac[2 * w + macPitch + 1] = pixels[w];
}
pixels += pixelsPitch;
ts += tsPitch * 2;
mac += macPitch * 2;
}
}
_system->copyRectToScreen(_macScreen->getBasePtr(x * 2, y * 2), _macScreen->pitch, x * 2, y * 2, width * 2, height * 2);
}
void ScummEngine::mac_drawLoomPracticeMode() {
// In practice mode, the game shows the notes as they are being played.
// In the DOS version, this is drawn by script 27 but the Mac version
// just sets variables 50 and 54. The box is actually a verb, and it
// seems that setting variable 50 is pretty much equal to turning verb
// 53 on or off. I'm not sure what the purpose of variable 54 is.
int x = 216;
int y = 377;
int width = 62;
int height = 22;
int var = 50;
byte *ptr = (byte *)_macScreen->getBasePtr(x, y);
int pitch = _macScreen->pitch;
int slot = getVerbSlot(53, 0);
VerbSlot *vs = &_verbs[slot];
vs->curmode = (VAR(var) != 0);
vs->curRect.left = x / 2;
vs->curRect.right = (x + width) / 2;
vs->curRect.top = y / 22;
vs->curRect.bottom = (y + height) / 2;
_macScreen->fillRect(Common::Rect(x, y, x + width, y + height), 0);
if (VAR(var)) {
for (int w = 1; w < width - 1; w++) {
ptr[w] = 7;
ptr[w + pitch * (height - 1)] = 7;
}
for (int h = 1; h < height - 1; h++) {
ptr[h * pitch] = 7;
ptr[h * pitch + width - 1] = 7;
}
// Draw the notes
int colors[] = { 4, 12, 14, 10, 11, 3, 9, 15 };
for (int i = 0; i < 4; i++) {
int note = (VAR(var) >> (4 * i)) & 0x0F;
if (note >= 2 && note <= 9) {
_charset->setColor(colors[note - 2]);
_charset->drawChar(14 + note, *_macScreen, i * 13 + x + 8, y + 4);
}
}
}
_system->copyRectToScreen(ptr, pitch, x, y, width, height);
}
void ScummEngine::mac_createIndy3TextBox(Actor *a) {
int width = _macIndy3TextBox->w;
int height = _macIndy3TextBox->h;
_macIndy3TextBox->fillRect(Common::Rect(width, height), 0);
int nameWidth = 0;
if (a) {
int oldID = _charset->getCurID();
_charset->setCurID(2 | 0x80);
const char *name = (const char *)a->getActorName();
int charX = 25;
for (int i = 0; name[i] && nameWidth < width - 50; i++) {
_charset->drawChar(name[i], *_macIndy3TextBox, charX, 0);
nameWidth += _charset->getCharWidth(name[i]);
charX += _charset->getCharWidth(name[i]);
}
_charset->drawChar(':', *_macIndy3TextBox, charX, 0);
_charset->setCurID(oldID);
}
if (nameWidth) {
_macIndy3TextBox->hLine(2, 3, 20, 15);
_macIndy3TextBox->hLine(32 + nameWidth, 3, width - 3, 15);
} else
_macIndy3TextBox->hLine(2, 3, width - 3, 15);
_macIndy3TextBox->vLine(1, 4, height - 3, 15);
_macIndy3TextBox->vLine(width - 2, 4, height - 3, 15);
_macIndy3TextBox->hLine(2, height - 2, width - 3, 15);
}
void ScummEngine::mac_drawIndy3TextBox() {
// The first two rows of the text box are padding for font rendering.
// They are not drawn to the screen.
int x = 96;
int y = 32;
int w = _macIndy3TextBox->w;
int h = _macIndy3TextBox->h - 2;
// The text box is drawn to the Mac screen and text surface, as if it
// had been one giant glyph. Note that it will be drawn on the main
// virtual screen, but we still pretend it's on the text one.
byte *ptr = (byte *)_macIndy3TextBox->getBasePtr(0, 2);
int pitch = _macIndy3TextBox->pitch;
_macScreen->copyRectToSurface(ptr, pitch, x, y, w, h);
_textSurface.fillRect(Common::Rect(x, y, x + w, y + h), 0);
mac_markScreenAsDirty(x, y, w, h);
}
void ScummEngine::mac_undrawIndy3TextBox() {
int x = 96;
int y = 32;
int w = _macIndy3TextBox->w;
int h = _macIndy3TextBox->h - 2;
_macScreen->fillRect(Common::Rect(x, y, x + w, y + h), 0);
_textSurface.fillRect(Common::Rect(x, y, x + w, y + h), CHARSET_MASK_TRANSPARENCY);
mac_markScreenAsDirty(x, y, w, h);
}
void ScummEngine::mac_undrawIndy3CreditsText() {
if (_macScreen) {
// Set _masMask to make the text clear, and _textScreenID to
// ensure that it's the main area that's cleared. Note that
// this only works with the high-resolution font.
_charset->_hasMask = true;
_charset->_textScreenID = kMainVirtScreen;
restoreCharsetBg();
} else {
// The DOS VGA version clear the text by using the putState
// opcode. I would have been more comfortable if I could have
// compared it to the EGA version, but I don't have that.
// Judging by the size and position of the object, they should
// be the same.
putState(946, 0);
markObjectRectAsDirty(946);
if (_bgNeedsRedraw)
clearDrawObjectQueue();
}
}
void ScummEngine::mac_drawBorder(int x, int y, int w, int h, byte color) {
_macScreen->hLine(x + 2, y, x + w - 2, 0);
_macScreen->hLine(x + 2, y + h - 1, x + w - 2, 0);
_macScreen->vLine(x, y + 2, y + h - 3, 0);
_macScreen->vLine(x + w, y + 2, y + h - 3, 0);
_macScreen->setPixel(x + 1, y + 1, 0);
_macScreen->setPixel(x + w - 1, y + 1, 0);
_macScreen->setPixel(x + 1, y + h - 2, 0);
_macScreen->setPixel(x + w - 1, y + h - 2, 0);
}
Common::KeyState ScummEngine::mac_showOldStyleBannerAndPause(const char *msg, int32 waitTime) {
char bannerMsg[512];
_messageBannerActive = true;
// Fetch the translated string for the message...
convertMessageToString((const byte *)msg, (byte *)bannerMsg, sizeof(bannerMsg));
// Backup the surfaces...
int x = 70;
int y = 189;
int w = 499;
int h = 22;
Graphics::Surface backupTextSurface;
Graphics::Surface backupMacScreen;
backupTextSurface.create(w + 1, h, Graphics::PixelFormat::createFormatCLUT8());
backupMacScreen.create(w + 1, h, Graphics::PixelFormat::createFormatCLUT8());
backupTextSurface.copyRectToSurface(_textSurface, 0, 0, Common::Rect(x, y, x + w + 1, y + h));
backupMacScreen.copyRectToSurface(*_macScreen, 0, 0, Common::Rect(x, y, x + w + 1, y + h));
// Pause shake effect
_shakeTempSavedState = _shakeEnabled;
setShake(0);
// Pause the engine
PauseToken pt = pauseEngine();
// Backup the current charsetId...
int oldId = _charset->getCurID();
_charset->setCurID(1 | 0x80);
_charset->setColor(0);
_textSurface.fillRect(Common::Rect(x, y, x + w + 1, y + h), 0);
_macScreen->fillRect(Common::Rect(x + 1, y + 1, x + w, y + h - 1), 15);
mac_drawBorder(x, y, w, h, 0);
mac_drawBorder(x + 2, y + 2, w - 4, h - 4, 0);
int stringWidth = 0;
for (int i = 0; msg[i]; i++)
stringWidth += _charset->getCharWidth(msg[i]);
int stringX = 1 + x + (w - stringWidth) / 2;
for (int i = 0; msg[i]; i++) {
_charset->drawChar(msg[i], *_macScreen, stringX, y + 4);
stringX += _charset->getCharWidth(msg[i]);
}
mac_markScreenAsDirty(x, y, w, h);
ScummEngine::drawDirtyScreenParts();
Common::KeyState ks = Common::KEYCODE_INVALID;
bool leftBtnPressed = false, rightBtnPressed = false;
if (waitTime) {
waitForBannerInput(waitTime, ks, leftBtnPressed, rightBtnPressed);
}
// Restore the surfaces...
_textSurface.copyRectToSurface(backupTextSurface, x, y, Common::Rect(0, 0, w + 1, h));
_macScreen->copyRectToSurface(backupMacScreen, x, y, Common::Rect(0, 0, w + 1, h));
backupTextSurface.free();
backupMacScreen.free();
// Notify the gfx system that we restored the surfaces...
mac_markScreenAsDirty(x, y, w + 1, h);
ScummEngine::drawDirtyScreenParts();
// Finally, resume the engine, clear the input state, and restore the charset.
pt.clear();
clearClickedStatus();
_charset->setCurID(oldId);
_messageBannerActive = false;
return ks;
}
} // End of namespace Scumm