2022-06-02 10:09:25 +02:00

206 lines
5.7 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/>.
*
*/
#ifndef TWINE_RENDERER_REDRAW_H
#define TWINE_RENDERER_REDRAW_H
#include "common/scummsys.h"
#include "common/rect.h"
#include "twine/shared.h"
namespace TwinE {
#define OVERLAY_MAX_ENTRIES 10
enum class OverlayType {
koSprite = 0,
koNumber = 1,
koNumberRange = 2,
koInventoryItem = 3,
koText = 4
};
enum class OverlayPosType {
koNormal = 0,
koFollowActor = 1
};
/** Overlay list structure */
struct OverlayListStruct {
OverlayType type = OverlayType::koSprite;
int16 info0 = 0; // sprite/3d model entry | number | number range
int16 x = 0;
int16 y = 0;
int16 info1 = 0; // text = actor | total coins
OverlayPosType posType = OverlayPosType::koNormal;
int16 lifeTime = 0;
};
struct DrawListStruct {
// DrawActorSprites, DrawShadows, DrawExtras
int16 posValue = 0; // sorting value
uint32 type = 0;
uint16 actorIdx = 0;
// DrawShadows
uint16 x = 0;
uint16 y = 0;
uint16 z = 0;
uint16 offset = 0;
uint16 field_C = 0;
uint16 field_E = 0;
uint16 field_10 = 0;
inline bool operator==(const DrawListStruct& other) const {
return posValue == other.posValue;
}
inline bool operator<(const DrawListStruct& other) const {
return posValue < other.posValue;
}
};
#define TYPE_OBJ_SHIFT (10)
#define TYPE_OBJ_FIRST (1 << TYPE_OBJ_SHIFT) // 1024
#define NUM_OBJ_MASK (TYPE_OBJ_FIRST - 1)
class TwinEEngine;
class Redraw {
private:
TwinEEngine *_engine;
enum DrawListType {
DrawObject3D = (0 << TYPE_OBJ_SHIFT),
DrawFlagRed = (1 << TYPE_OBJ_SHIFT),
DrawFlagYellow = (2 << TYPE_OBJ_SHIFT),
DrawShadows = (3 << TYPE_OBJ_SHIFT),
DrawActorSprites = (4 << TYPE_OBJ_SHIFT),
DrawZoneDec = (5 << TYPE_OBJ_SHIFT),
DrawExtras = (6 << TYPE_OBJ_SHIFT),
DrawPrimitive = (7 << TYPE_OBJ_SHIFT)
};
Common::Rect _currentRedrawList[300];
Common::Rect _nextRedrawList[300];
int16 _overlayRotation = 0;
/** Save last actor that bubble dialog icon */
int32 _bubbleActor = -1;
int32 _bubbleSpriteIndex;
IVec3 _projPosScreen;
// big font shadow text in the lower left corner
Common::String _text;
int32 _textDisappearTime = -1;
/**
* Add a certain region to the current redraw list array
* @param redrawArea redraw the region
*/
void addRedrawCurrentArea(const Common::Rect &redrawArea);
/**
* Move next regions to the current redraw list,
* setup the redraw areas for next display
*/
void moveNextAreas();
void updateOverlayTypePosition(int16 x1, int16 y1, int16 x2, int16 y2);
void processDrawListShadows(const DrawListStruct& drawCmd);
void processDrawListActors(const DrawListStruct& drawCmd, bool bgRedraw);
void processDrawListActorSprites(const DrawListStruct& drawCmd, bool bgRedraw);
void processDrawListExtras(const DrawListStruct& drawCmd);
int32 fillActorDrawingList(DrawListStruct *drawList, bool bgRedraw);
int32 fillExtraDrawingList(DrawListStruct *drawList, int32 drawListPos);
void processDrawList(DrawListStruct *drawList, int32 drawListPos, bool bgRedraw);
void renderOverlays();
void renderText();
public:
Redraw(TwinEEngine *engine);
bool _inSceneryView = false;
/** Request background redraw */
bool _reqBgRedraw = false;
/** Current number of redraw regions in the screen */
int32 _currNumOfRedrawBox = 0; // fullRedrawVar8
/** Number of redraw regions in the screen */
int32 _numOfRedrawBox = 0;
int _sceneryViewX = 0;
int _sceneryViewY = 0;
OverlayListStruct overlayList[OVERLAY_MAX_ENTRIES];
void setRenderText(const Common::String &text);
// InitIncrustDisp
void addOverlay(OverlayType type, int16 info0, int16 x, int16 y, int16 info1, OverlayPosType posType, int16 lifeTime);
/**
* Add a certain region to redraw list array
* @param left start width to redraw the region
* @param top start height to redraw the region
* @param right end width to redraw the region
* @param bottom end height to redraw the region
*/
void addRedrawArea(int32 left, int32 top, int32 right, int32 bottom);
void addRedrawArea(const Common::Rect &rect);
/**
* Flip currentRedrawList regions in the screen
* This only updates small areas in the screen so few CPU processor is used
*/
void flipRedrawAreas();
/** Blit/Update all screen regions in the currentRedrawList */
void blitBackgroundAreas();
/**
* This is responsible for the entire game screen redraw
* @param bgRedraw true if we want to redraw background grid, false if we want to update certain screen areas
*/
void redrawEngineActions(bool bgRedraw);
/** Draw dialogue sprite image */
void drawBubble(int32 actorIdx);
/**
* Sort drawing list struct ordered as the first objects appear in the top left corner of the screen
* @param list drawing list variable which contains information of the drawing objects
* @param listSize number of drawing objects in the list
*/
void sortDrawingList(DrawListStruct *list, int32 listSize) const;
/**
* Zooms the area around the scenery view focus positions
*/
void zoomScreenScale();
};
} // namespace TwinE
#endif