791 lines
27 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 "twine/renderer/redraw.h"
#include "common/memstream.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "common/util.h"
#include "graphics/surface.h"
#include "twine/audio/sound.h"
#include "twine/debugger/debug_scene.h"
#include "twine/input.h"
#include "twine/menu/interface.h"
#include "twine/menu/menu.h"
#include "twine/parser/sprite.h"
#include "twine/renderer/renderer.h"
#include "twine/renderer/screens.h"
#include "twine/resources/hqr.h"
#include "twine/resources/resources.h"
#include "twine/scene/actor.h"
#include "twine/scene/animations.h"
#include "twine/scene/collision.h"
#include "twine/scene/extra.h"
#include "twine/scene/grid.h"
#include "twine/scene/movements.h"
#include "twine/scene/scene.h"
#include "twine/shared.h"
#include "twine/text.h"
namespace TwinE {
Redraw::Redraw(TwinEEngine *engine) : _engine(engine), _bubbleSpriteIndex(SPRITEHQR_DIAG_BUBBLE_LEFT) {}
void Redraw::addRedrawCurrentArea(const Common::Rect &redrawArea) {
const int32 area = (redrawArea.right - redrawArea.left) * (redrawArea.bottom - redrawArea.top);
for (int32 i = 0; i < _numOfRedrawBox; ++i) {
Common::Rect &rect = _currentRedrawList[i];
const int32 leftValue = MIN<int32>(redrawArea.left, rect.left);
const int32 rightValue = MAX<int32>(redrawArea.right, rect.right);
const int32 topValue = MIN<int32>(redrawArea.top, rect.top);
const int32 bottomValue = MAX<int32>(redrawArea.bottom, rect.bottom);
const int32 areaValue = (rightValue - leftValue) * (bottomValue - topValue);
const int32 areaValueDiff = ((rect.right - rect.left) * (rect.bottom - rect.top) + area);
if (areaValue < areaValueDiff) {
rect.left = leftValue;
rect.top = topValue;
rect.right = rightValue;
rect.bottom = MIN<int32>((_engine->height() - 1), bottomValue);
assert(rect.left <= rect.right);
assert(rect.top <= rect.bottom);
return;
}
}
Common::Rect &rect = _currentRedrawList[_numOfRedrawBox];
rect.left = redrawArea.left;
rect.top = redrawArea.top;
rect.right = redrawArea.right;
rect.bottom = MIN<int32>((_engine->height() - 1), redrawArea.bottom);
assert(rect.left <= rect.right);
assert(rect.top <= rect.bottom);
_numOfRedrawBox++;
}
void Redraw::addRedrawArea(const Common::Rect &rect) {
if (!rect.isValidRect()) {
return;
}
addRedrawArea(rect.left, rect.top, rect.right, rect.bottom);
}
void Redraw::addRedrawArea(int32 left, int32 top, int32 right, int32 bottom) {
if (left < 0) {
left = 0;
}
if (top < 0) {
top = 0;
}
if (right >= _engine->width()) {
right = (_engine->width() - 1);
}
if (bottom >= _engine->height()) {
bottom = (_engine->height() - 1);
}
if (left > right || top > bottom) {
return;
}
Common::Rect &rect = _nextRedrawList[_currNumOfRedrawBox];
rect.left = left;
rect.top = top;
rect.right = right;
rect.bottom = bottom;
_currNumOfRedrawBox++;
addRedrawCurrentArea(rect);
}
void Redraw::moveNextAreas() {
_numOfRedrawBox = 0;
for (int32 i = 0; i < _currNumOfRedrawBox; i++) {
addRedrawCurrentArea(_nextRedrawList[i]);
}
}
void Redraw::flipRedrawAreas() {
for (int32 i = 0; i < _numOfRedrawBox; i++) { // redraw areas on screen
_engine->copyBlockPhys(_currentRedrawList[i]);
}
moveNextAreas();
}
void Redraw::blitBackgroundAreas() {
for (int32 i = 0; i < _numOfRedrawBox; i++) {
_engine->blitWorkToFront(_currentRedrawList[i]);
}
}
void Redraw::sortDrawingList(DrawListStruct *list, int32 listSize) const {
if (listSize == 1) {
return;
}
for (int32 i = 0; i < listSize - 1; i++) {
for (int32 j = 0; j < listSize - 1 - i; j++) {
if (list[j + 1].posValue < list[j].posValue) {
SWAP(list[j + 1], list[j]);
}
}
}
}
void Redraw::addOverlay(OverlayType type, int16 info0, int16 x, int16 y, int16 info1, OverlayPosType posType, int16 lifeTime) {
for (int32 i = 0; i < ARRAYSIZE(overlayList); i++) {
OverlayListStruct *overlay = &overlayList[i];
if (overlay->info0 == -1) {
overlay->type = type;
overlay->info0 = info0;
overlay->x = x;
overlay->y = y;
overlay->info1 = info1;
overlay->posType = posType;
overlay->lifeTime = _engine->_lbaTime + TO_SECONDS(lifeTime);
break;
}
}
}
void Redraw::updateOverlayTypePosition(int16 x1, int16 y1, int16 x2, int16 y2) {
const int16 newX = x2 - x1;
const int16 newY = y2 - y1;
for (int32 i = 0; i < ARRAYSIZE(overlayList); i++) {
OverlayListStruct *overlay = &overlayList[i];
if (overlay->posType == OverlayPosType::koFollowActor) {
overlay->x = newX;
overlay->y = newY;
}
}
}
int32 Redraw::fillActorDrawingList(DrawListStruct *drawList, bool bgRedraw) {
int32 drawListPos = 0;
for (int32 a = 0; a < _engine->_scene->_sceneNumActors; a++) {
ActorStruct *actor = _engine->_scene->getActor(a);
actor->_dynamicFlags.bIsVisible = 0; // reset visible state
if (_engine->_grid->_useCellingGrid != -1 && actor->_pos.y > _engine->_scene->_sceneZones[_engine->_grid->_cellingGridIdx].maxs.y) {
continue;
}
// no redraw required
if (actor->_staticFlags.bIsBackgrounded && !bgRedraw) {
// get actor position on screen
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->pos() - _engine->_grid->_camera);
// check if actor is visible on screen, otherwise don't display it
if (projPos.x > -50 && projPos.x < _engine->width() + 40 && projPos.y > -30 && projPos.y < _engine->height() + 100) {
actor->_dynamicFlags.bIsVisible = 1;
}
continue;
}
// if the actor isn't set as hidden
if (actor->_entity == -1 || actor->_staticFlags.bIsHidden) {
continue;
}
// get actor position on screen
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->pos() - _engine->_grid->_camera);
if ((actor->_staticFlags.bUsesClipping && projPos.x > -112 && projPos.x < _engine->width() + 112 && projPos.y > -50 && projPos.y < _engine->height() + 171) ||
((!actor->_staticFlags.bUsesClipping) && projPos.x > -50 && projPos.x < _engine->width() + 40 && projPos.y > -30 && projPos.y < _engine->height() + 100)) {
int32 tmpVal = actor->_pos.z + actor->_pos.x - _engine->_grid->_camera.x - _engine->_grid->_camera.z;
// if actor is above another actor
if (actor->_carryBy != -1) {
const ActorStruct *standOnActor = _engine->_scene->getActor(actor->_carryBy);
tmpVal = standOnActor->_pos.x - _engine->_grid->_camera.x + standOnActor->_pos.z - _engine->_grid->_camera.z + 2;
}
if (actor->_staticFlags.bIsSpriteActor) {
drawList[drawListPos].type = DrawListType::DrawActorSprites;
drawList[drawListPos].actorIdx = a;
if (actor->_staticFlags.bUsesClipping) {
tmpVal = actor->_lastPos.x - _engine->_grid->_camera.x + actor->_lastPos.z - _engine->_grid->_camera.z;
}
} else {
drawList[drawListPos].type = 0;
drawList[drawListPos].actorIdx = a;
}
drawList[drawListPos].posValue = tmpVal;
drawListPos++;
// if use shadows
if (_engine->_cfgfile.ShadowMode != 0 && !(actor->_staticFlags.bDoesntCastShadow)) {
if (actor->_carryBy != -1) {
_engine->_actor->_shadowCoord.x = actor->_pos.x;
_engine->_actor->_shadowCoord.y = actor->_pos.y - 1;
_engine->_actor->_shadowCoord.z = actor->_pos.z;
} else {
_engine->_movements->getShadowPosition(actor->pos());
}
drawList[drawListPos].posValue = tmpVal - 1; // save the shadow entry in the _drawList
drawList[drawListPos].type = DrawListType::DrawShadows;
drawList[drawListPos].actorIdx = 0;
drawList[drawListPos].x = _engine->_actor->_shadowCoord.x;
drawList[drawListPos].y = _engine->_actor->_shadowCoord.y;
drawList[drawListPos].z = _engine->_actor->_shadowCoord.z;
drawList[drawListPos].offset = 1;
drawListPos++;
}
if (_inSceneryView && a == _engine->_scene->_currentlyFollowedActor) {
_sceneryViewX = projPos.x;
_sceneryViewY = projPos.y;
}
}
}
return drawListPos;
}
int32 Redraw::fillExtraDrawingList(DrawListStruct *drawList, int32 drawListPos) {
for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
ExtraListStruct *extra = &_engine->_extra->_extraList[i];
if (extra->info0 == -1) {
continue;
}
if (extra->type & ExtraType::TIME_IN) {
if (_engine->_lbaTime - extra->spawnTime > 35) {
extra->spawnTime = _engine->_lbaTime;
extra->type &= ~ExtraType::TIME_IN;
_engine->_sound->playSample(Samples::ItemPopup, 1, extra->pos);
}
continue;
}
if ((extra->type & ExtraType::TIME_OUT) || (extra->type & ExtraType::FLASH) || (extra->payload.lifeTime + extra->spawnTime - 150 < _engine->_lbaTime) || (!((_engine->_lbaTime + extra->spawnTime) & 8))) {
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->_camera);
if (projPos.x > -50 && projPos.x < _engine->width() + 40 && projPos.y > -30 && projPos.y < _engine->height() + 100) {
const int16 tmpVal = extra->pos.x - _engine->_grid->_camera.x + extra->pos.z - _engine->_grid->_camera.z;
drawList[drawListPos].posValue = tmpVal;
drawList[drawListPos].actorIdx = i;
drawList[drawListPos].type = DrawListType::DrawExtras;
drawListPos++;
if (_engine->_cfgfile.ShadowMode == 2 && !(extra->info0 & EXTRA_SPECIAL_MASK)) {
_engine->_movements->getShadowPosition(extra->pos);
drawList[drawListPos].posValue = tmpVal - 1;
drawList[drawListPos].actorIdx = 0;
drawList[drawListPos].type = DrawListType::DrawShadows;
drawList[drawListPos].x = _engine->_actor->_shadowCoord.x;
drawList[drawListPos].y = _engine->_actor->_shadowCoord.y;
drawList[drawListPos].z = _engine->_actor->_shadowCoord.z;
drawList[drawListPos].offset = 0;
drawListPos++;
}
}
}
}
return drawListPos;
}
void Redraw::processDrawListShadows(const DrawListStruct &drawCmd) {
// get actor position on screen
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(drawCmd.x - _engine->_grid->_camera.x, drawCmd.y - _engine->_grid->_camera.y, drawCmd.z - _engine->_grid->_camera.z);
int32 spriteWidth = _engine->_resources->_spriteShadowPtr.surface(drawCmd.offset).w;
int32 spriteHeight = _engine->_resources->_spriteShadowPtr.surface(drawCmd.offset).h;
// calculate sprite size and position on screen
Common::Rect renderRect;
renderRect.left = projPos.x - (spriteWidth / 2);
renderRect.top = projPos.y - (spriteHeight / 2);
renderRect.right = projPos.x + (spriteWidth / 2);
renderRect.bottom = projPos.y + (spriteHeight / 2);
_engine->_interface->setClip(renderRect);
_engine->_grid->drawSprite(renderRect.left, renderRect.top, _engine->_resources->_spriteShadowPtr, drawCmd.offset);
const int32 tmpX = (drawCmd.x + BRICK_HEIGHT) / BRICK_SIZE;
const int32 tmpY = drawCmd.y / BRICK_HEIGHT;
const int32 tmpZ = (drawCmd.z + BRICK_HEIGHT) / BRICK_SIZE;
_engine->_grid->drawOverModelActor(tmpX, tmpY, tmpZ);
addRedrawArea(_engine->_interface->_clip);
_engine->_debugScene->drawClip(renderRect);
_engine->_interface->resetClip();
}
void Redraw::processDrawListActors(const DrawListStruct &drawCmd, bool bgRedraw) {
const int32 actorIdx = drawCmd.actorIdx;
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
if (actor->_previousAnimIdx >= 0) {
const AnimData &animData = _engine->_resources->_animData[actor->_previousAnimIdx];
_engine->_animations->setModelAnimation(actor->_animPosition, animData, _engine->_resources->_bodyData[actor->_entity], &actor->_animTimerData);
}
const IVec3 &delta = actor->pos() - _engine->_grid->_camera;
Common::Rect renderRect;
if (actorIdx == OWN_ACTOR_SCENE_INDEX) {
if (_engine->_actor->_cropBottomScreen) {
_engine->_interface->_clip.bottom = _engine->_actor->_cropBottomScreen;
}
}
if (!_engine->_renderer->renderIsoModel(delta.x, delta.y, delta.z, ANGLE_0, actor->_angle, ANGLE_0, _engine->_resources->_bodyData[actor->_entity], renderRect)) {
_engine->_interface->resetClip();
return;
}
if (_engine->_interface->setClip(renderRect)) {
actor->_dynamicFlags.bIsVisible = 1;
const int32 tempX = (actor->_pos.x + BRICK_HEIGHT) / BRICK_SIZE;
int32 tempY = actor->_pos.y / BRICK_HEIGHT;
const int32 tempZ = (actor->_pos.z + BRICK_HEIGHT) / BRICK_SIZE;
if (actor->brickShape() != ShapeType::kNone) {
tempY++;
}
_engine->_grid->drawOverModelActor(tempX, tempY, tempZ);
addRedrawArea(_engine->_interface->_clip);
if (actor->_staticFlags.bIsBackgrounded && bgRedraw) {
_engine->blitFrontToWork(_engine->_interface->_clip);
}
_engine->_debugScene->drawClip(_engine->_interface->_clip);
}
_engine->_interface->resetClip();
}
void Redraw::processDrawListActorSprites(const DrawListStruct &drawCmd, bool bgRedraw) {
int32 actorIdx = drawCmd.actorIdx;
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
const SpriteData &spriteData = _engine->_resources->_spriteData[actor->_entity];
// TODO: using the raw pointer and not the SpriteData surface here is a workaround for issue https://bugs.scummvm.org/ticket/12024
const uint8 *spritePtr = _engine->_resources->_spriteTable[actor->_entity];
// get actor position on screen
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->pos() - _engine->_grid->_camera);
const int32 spriteWidth = spriteData.surface().w;
const int32 spriteHeight = spriteData.surface().h;
// calculate sprite position on screen
const SpriteDim *dim = _engine->_resources->_spriteBoundingBox.dim(actor->_entity);
Common::Rect renderRect;
renderRect.left = projPos.x + dim->x;
renderRect.top = projPos.y + dim->y;
renderRect.right = renderRect.left + spriteWidth;
renderRect.bottom = renderRect.top + spriteHeight;
bool validClip;
if (actor->_staticFlags.bUsesClipping) {
const Common::Rect rect(_projPosScreen.x + actor->_cropLeft, _projPosScreen.y + actor->_cropTop, _projPosScreen.x + actor->_cropRight, _projPosScreen.y + actor->_cropBottom);
validClip = _engine->_interface->setClip(rect);
} else {
validClip = _engine->_interface->setClip(renderRect);
}
if (validClip) {
_engine->_grid->drawSprite(0, renderRect.left, renderRect.top, spritePtr);
actor->_dynamicFlags.bIsVisible = 1;
if (actor->_staticFlags.bUsesClipping) {
const int32 tmpX = (actor->_lastPos.x + BRICK_HEIGHT) / BRICK_SIZE;
const int32 tmpY = actor->_lastPos.y / BRICK_HEIGHT;
const int32 tmpZ = (actor->_lastPos.z + BRICK_HEIGHT) / BRICK_SIZE;
_engine->_grid->drawOverSpriteActor(tmpX, tmpY, tmpZ);
} else {
const int32 tmpX = (actor->_pos.x + actor->_boudingBox.maxs.x + BRICK_HEIGHT) / BRICK_SIZE;
int32 tmpY = actor->_pos.y / BRICK_HEIGHT;
const int32 tmpZ = (actor->_pos.z + actor->_boudingBox.maxs.z + BRICK_HEIGHT) / BRICK_SIZE;
if (actor->brickShape() != ShapeType::kNone) {
tmpY++;
}
_engine->_grid->drawOverSpriteActor(tmpX, tmpY, tmpZ);
}
addRedrawArea(_engine->_interface->_clip);
if (actor->_staticFlags.bIsBackgrounded && bgRedraw) {
_engine->blitFrontToWork(_engine->_interface->_clip);
}
_engine->_debugScene->drawClip(renderRect);
_engine->_interface->resetClip();
}
}
void Redraw::processDrawListExtras(const DrawListStruct &drawCmd) {
int32 extraIdx = drawCmd.actorIdx;
ExtraListStruct *extra = &_engine->_extra->_extraList[extraIdx];
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(extra->pos - _engine->_grid->_camera);
Common::Rect renderRect;
if (extra->info0 & EXTRA_SPECIAL_MASK) {
_engine->_extra->drawExtraSpecial(extraIdx, projPos.x, projPos.y, renderRect);
} else {
const SpriteData &spritePtr = _engine->_resources->_spriteData[extra->info0];
const int32 spriteWidth = spritePtr.surface().w;
const int32 spriteHeight = spritePtr.surface().h;
// calculate sprite position on screen
const SpriteDim *dim = _engine->_resources->_spriteBoundingBox.dim(extra->info0);
renderRect.left = projPos.x + dim->x;
renderRect.top = projPos.y + dim->y;
renderRect.right = renderRect.left + spriteWidth;
renderRect.bottom = renderRect.top + spriteHeight;
_engine->_grid->drawSprite(renderRect.left, renderRect.top, spritePtr);
}
if (_engine->_interface->setClip(renderRect)) {
const int32 tmpX = (extra->pos.x + BRICK_HEIGHT) / BRICK_SIZE;
const int32 tmpY = extra->pos.y / BRICK_HEIGHT;
const int32 tmpZ = (extra->pos.z + BRICK_HEIGHT) / BRICK_SIZE;
_engine->_grid->drawOverModelActor(tmpX, tmpY, tmpZ);
addRedrawArea(_engine->_interface->_clip);
// show clipping area
//drawRectBorders(renderRect);
_engine->_interface->resetClip();
}
}
void Redraw::processDrawList(DrawListStruct *drawList, int32 drawListPos, bool bgRedraw) {
for (int32 pos = 0; pos < drawListPos; ++pos) {
const DrawListStruct &drawCmd = drawList[pos];
const uint32 flags = drawCmd.type;
if (flags == DrawListType::DrawObject3D) {
processDrawListActors(drawCmd, bgRedraw);
} else if (flags == DrawListType::DrawShadows && !_engine->_actor->_cropBottomScreen) {
processDrawListShadows(drawCmd);
} else if (flags == DrawListType::DrawActorSprites) {
processDrawListActorSprites(drawCmd, bgRedraw);
} else if (flags == DrawListType::DrawExtras) {
processDrawListExtras(drawCmd);
}
_engine->_interface->resetClip();
}
}
void Redraw::renderOverlays() {
for (int32 i = 0; i < OVERLAY_MAX_ENTRIES; i++) {
OverlayListStruct *overlay = &overlayList[i];
if (overlay->info0 != -1) {
// process position overlay
switch (overlay->posType) {
case OverlayPosType::koNormal:
if (_engine->_lbaTime >= overlay->lifeTime) {
overlay->info0 = -1;
continue;
}
break;
case OverlayPosType::koFollowActor: {
ActorStruct *actor2 = _engine->_scene->getActor(overlay->info1);
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor2->_pos.x - _engine->_grid->_camera.x, actor2->_pos.y + actor2->_boudingBox.maxs.y - _engine->_grid->_camera.y, actor2->_pos.z - _engine->_grid->_camera.z);
overlay->x = projPos.x;
overlay->y = projPos.y;
if (_engine->_lbaTime >= overlay->lifeTime) {
overlay->info0 = -1;
continue;
}
break;
}
}
// process overlay type
switch (overlay->type) {
case OverlayType::koSprite: {
const SpriteData &spritePtr = _engine->_resources->_spriteData[overlay->info0];
const int32 spriteWidth = spritePtr.surface().w;
const int32 spriteHeight = spritePtr.surface().h;
const SpriteDim *dim = _engine->_resources->_spriteBoundingBox.dim(overlay->info0);
Common::Rect renderRect;
renderRect.left = dim->x + overlay->x;
renderRect.top = dim->y + overlay->y;
renderRect.right = renderRect.left + spriteWidth;
renderRect.bottom = renderRect.top + spriteHeight;
_engine->_grid->drawSprite(renderRect.left, renderRect.top, spritePtr);
addRedrawArea(_engine->_interface->_clip);
break;
}
case OverlayType::koNumber: {
char text[10];
snprintf(text, sizeof(text), "%d", overlay->info0);
const int32 textLength = _engine->_text->getTextSize(text);
const int32 textHeight = 48;
Common::Rect renderRect;
renderRect.left = overlay->x - (textLength / 2);
renderRect.top = overlay->y - 24;
renderRect.right = overlay->x + (textLength / 2);
renderRect.bottom = overlay->y + textHeight;
_engine->_interface->setClip(renderRect);
_engine->_text->setFontColor(overlay->info1);
_engine->_text->drawText(renderRect.left, renderRect.top, text);
addRedrawArea(_engine->_interface->_clip);
_engine->_interface->resetClip();
break;
}
case OverlayType::koNumberRange: {
const int32 range = _engine->_collision->getAverageValue(overlay->info1, overlay->info0, 100, overlay->lifeTime - _engine->_lbaTime - 50);
char text[10];
sprintf(text, "%d", range);
const int32 textLength = _engine->_text->getTextSize(text);
const int32 textHeight = 48;
Common::Rect renderRect;
renderRect.left = overlay->x - (textLength / 2);
renderRect.top = overlay->y - 24;
renderRect.right = overlay->x + (textLength / 2);
renderRect.bottom = overlay->y + textHeight;
_engine->_interface->setClip(renderRect);
_engine->_text->setFontColor(COLOR_GOLD);
_engine->_text->drawText(renderRect.left, renderRect.top, text);
addRedrawArea(_engine->_interface->_clip);
_engine->_interface->resetClip();
break;
}
case OverlayType::koInventoryItem: {
const int32 item = overlay->info0;
const Common::Rect rect(10, 10, 79, 79);
_engine->_interface->drawFilledRect(rect, COLOR_BLACK);
_engine->_interface->setClip(rect);
const BodyData &bodyPtr = _engine->_resources->_inventoryTable[item];
_overlayRotation += 1; // overlayRotation += 8;
_engine->_renderer->renderInventoryItem(40, 40, bodyPtr, _overlayRotation, 16000);
_engine->_menu->drawRectBorders(rect);
addRedrawArea(rect);
_engine->_gameState->initEngineProjections();
_engine->_interface->resetClip();
break;
}
case OverlayType::koText: {
char text[256];
_engine->_text->getMenuText((TextId)overlay->info0, text, sizeof(text));
const int32 textLength = _engine->_text->getTextSize(text);
const int32 textHeight = 48;
Common::Rect renderRect;
renderRect.left = overlay->x - (textLength / 2);
renderRect.top = overlay->y - (textHeight / 2);
renderRect.right = overlay->x + (textLength / 2);
renderRect.bottom = overlay->y + textHeight;
renderRect.clip(_engine->rect());
_engine->_interface->setClip(renderRect);
_engine->_text->setFontColor(_engine->_scene->getActor(overlay->info1)->_talkColor);
_engine->_text->drawText(renderRect.left, renderRect.top, text);
addRedrawArea(_engine->_interface->_clip);
_engine->_interface->resetClip();
break;
}
}
}
}
}
void Redraw::setRenderText(const Common::String &text) {
_text = text;
if (_text.empty()) {
_textDisappearTime = -1;
} else {
_textDisappearTime = _engine->_lbaTime + TO_SECONDS(1);
}
}
void Redraw::renderText() {
if (_textDisappearTime <= _engine->_lbaTime) {
return;
}
if (_text.empty()) {
return;
}
_engine->_text->setFontColor(COLOR_WHITE);
const int padding = 10;
const int x = padding;
const int height = _engine->_text->lineHeight;
const int y = _engine->height() - height - padding;
const int width = _engine->_text->getTextSize(_text.c_str());
_engine->_text->drawText(x, y, _text.c_str(), true);
_engine->copyBlockPhys(x, y, x + width, y + height);
const Common::Rect redraw(x, y, x + width, y + height);
addRedrawArea(redraw);
}
void Redraw::redrawEngineActions(bool bgRedraw) {
int32 tmp_projPosX = _projPosScreen.x;
int32 tmp_projPosY = _projPosScreen.y;
_engine->_interface->resetClip();
if (bgRedraw) {
_engine->freezeTime();
if (_engine->_scene->_needChangeScene != SCENE_CEILING_GRID_FADE_1 && _engine->_scene->_needChangeScene != SCENE_CEILING_GRID_FADE_2) {
_engine->_screens->fadeOut(_engine->_screens->_paletteRGBA);
}
_engine->_screens->clearScreen();
_engine->_grid->redrawGrid();
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(-_engine->_grid->_camera);
_projPosScreen.x = projPos.x;
_projPosScreen.y = projPos.y;
updateOverlayTypePosition(tmp_projPosX, tmp_projPosY, _projPosScreen.x, _projPosScreen.y);
_engine->saveFrontBuffer();
if (_engine->_scene->_needChangeScene != SCENE_CEILING_GRID_FADE_1 && _engine->_scene->_needChangeScene != SCENE_CEILING_GRID_FADE_2) {
_engine->_screens->fadeIn(_engine->_screens->_paletteRGBA);
}
} else {
blitBackgroundAreas();
}
DrawListStruct drawList[150];
int32 drawListPos = fillActorDrawingList(drawList, bgRedraw);
drawListPos = fillExtraDrawingList(drawList, drawListPos);
sortDrawingList(drawList, drawListPos);
_currNumOfRedrawBox = 0;
processDrawList(drawList, drawListPos, bgRedraw);
if (_engine->_cfgfile.Debug) {
_engine->_debugScene->renderDebugView();
}
renderOverlays();
renderText();
_engine->_interface->resetClip();
// need to be here to fade after drawing all actors in scene
if (_engine->_scene->_needChangeScene == SCENE_CEILING_GRID_FADE_2) {
_engine->_scene->_needChangeScene = SCENE_CEILING_GRID_FADE_1;
}
if (bgRedraw) {
moveNextAreas();
_engine->unfreezeTime();
} else {
flipRedrawAreas();
}
if (_engine->_screens->_fadePalette) {
if (_engine->_screens->_useAlternatePalette) {
_engine->_screens->fadeToPal(_engine->_screens->_paletteRGBA);
} else {
_engine->_screens->fadeToPal(_engine->_screens->_mainPaletteRGBA);
}
_engine->_screens->_fadePalette = false;
}
if (_inSceneryView) {
zoomScreenScale();
}
}
void Redraw::drawBubble(int32 actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
// get actor position on screen
const IVec3 &projPos = _engine->_renderer->projectPositionOnScreen(actor->_pos.x - _engine->_grid->_camera.x, actor->_pos.y + actor->_boudingBox.maxs.y - _engine->_grid->_camera.y, actor->_pos.z - _engine->_grid->_camera.z);
if (actorIdx != _bubbleActor) {
_bubbleSpriteIndex = _bubbleSpriteIndex ^ 1;
_bubbleActor = actorIdx;
}
const SpriteData &spritePtr = _engine->_resources->_spriteData[_bubbleSpriteIndex];
const int32 spriteWidth = spritePtr.surface().w;
const int32 spriteHeight = spritePtr.surface().h;
// calculate sprite position on screen
Common::Rect renderRect;
if (_bubbleSpriteIndex == SPRITEHQR_DIAG_BUBBLE_RIGHT) {
renderRect.left = projPos.x + 10;
} else {
renderRect.left = projPos.x - 10 - spriteWidth;
}
renderRect.top = projPos.y - 20;
renderRect.right = spriteWidth + renderRect.left - 1;
renderRect.bottom = spriteHeight + renderRect.top - 1;
if (_engine->_interface->setClip(renderRect)) {
_engine->_grid->drawSprite(renderRect.left, renderRect.top, spritePtr);
_engine->_interface->resetClip();
}
}
void Redraw::zoomScreenScale() {
Graphics::ManagedSurface zoomWorkVideoBuffer(_engine->_workVideoBuffer);
const int maxW = zoomWorkVideoBuffer.w;
const int maxH = zoomWorkVideoBuffer.h;
const int left = CLIP<int>(_sceneryViewX - maxW / 4, 0, maxW / 2);
const int top = CLIP<int>(_sceneryViewY - maxH / 4, 0, maxH / 2);
const Common::Rect srcRect(left, top, left + maxW / 2, top + maxH / 2);
const Common::Rect& destRect = zoomWorkVideoBuffer.getBounds();
zoomWorkVideoBuffer.transBlitFrom(_engine->_frontVideoBuffer, srcRect, destRect);
g_system->copyRectToScreen(zoomWorkVideoBuffer.getPixels(), zoomWorkVideoBuffer.pitch, 0, 0, zoomWorkVideoBuffer.w, zoomWorkVideoBuffer.h);
g_system->updateScreen();
}
} // namespace TwinE