mirror of
https://github.com/libretro/scummvm.git
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818 lines
23 KiB
C++
818 lines
23 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "mads/mads.h"
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#include "mads/game.h"
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#include "mads/screen.h"
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#include "mads/palette.h"
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#include "mads/user_interface.h"
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namespace MADS {
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MADSEngine *DirtyArea::_vm = nullptr;
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DirtyArea::DirtyArea() {
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_active = false;
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_textActive = false;
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_mergedArea = nullptr;
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}
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void DirtyArea::setArea(int width, int height, int maxWidth, int maxHeight) {
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if (_bounds.left % 2) {
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--_bounds.left;
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++width;
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}
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if (_bounds.left < 0)
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_bounds.left = 0;
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else if (_bounds.left > maxWidth)
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_bounds.left = maxWidth;
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int right = _bounds.left + width;
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if (right < 0)
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right = 0;
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if (right > maxWidth)
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right = maxWidth;
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_bounds.right = right;
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if (_bounds.top < 0)
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_bounds.top = 0;
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else if (_bounds.top > maxHeight)
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_bounds.top = maxHeight;
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int bottom = _bounds.top + height;
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if (bottom < 0)
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bottom = 0;
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if (bottom > maxHeight)
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bottom = maxHeight;
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_bounds.bottom = bottom;
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_active = true;
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}
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void DirtyArea::setSpriteSlot(const SpriteSlot *spriteSlot) {
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int width, height;
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Scene &scene = _vm->_game->_scene;
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if (spriteSlot->_flags == IMG_REFRESH) {
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// Special entry to refresh the entire screen
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_bounds.left = 0;
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_bounds.top = 0;
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width = MADS_SCREEN_WIDTH;
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height = MADS_SCENE_HEIGHT;
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} else {
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// Standard sprite slots
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_bounds.left = spriteSlot->_position.x - scene._posAdjust.x;
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_bounds.top = spriteSlot->_position.y - scene._posAdjust.y;
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SpriteAsset &spriteSet = *scene._sprites[spriteSlot->_spritesIndex];
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MSprite *frame = spriteSet.getFrame(ABS(spriteSlot->_frameNumber) - 1);
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if (spriteSlot->_scale == -1) {
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width = frame->w;
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height = frame->h;
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} else {
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width = frame->w * spriteSlot->_scale / 100;
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height = frame->h * spriteSlot->_scale / 100;
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_bounds.left -= width / 2;
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_bounds.top += -(height - 1);
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}
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}
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setArea(width, height, MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT);
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}
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void DirtyArea::setTextDisplay(const TextDisplay *textDisplay) {
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_bounds.left = textDisplay->_bounds.left;
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_bounds.top = textDisplay->_bounds.top;
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setArea(textDisplay->_bounds.width(), textDisplay->_bounds.height(),
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MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT);
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}
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void DirtyArea::setUISlot(const UISlot *slot) {
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int type = slot->_flags;
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if (type <= IMG_UPDATE_ONLY)
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type += -IMG_UPDATE_ONLY;
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if (type >= 0x40)
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type &= ~0x40;
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MSurface &intSurface = _vm->_game->_scene._userInterface;
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switch (type) {
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case IMG_REFRESH:
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_bounds.left = 0;
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_bounds.top = 0;
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setArea(intSurface.w, intSurface.h, intSurface.w, intSurface.h);
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break;
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case IMG_OVERPRINT:
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_bounds.left = slot->_position.x;
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_bounds.top = slot->_position.y;
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_bounds.setWidth(slot->_width);
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_bounds.setHeight(slot->_height);
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setArea(slot->_width, slot->_height, intSurface.w, intSurface.h);
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break;
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default: {
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SpriteAsset *asset = _vm->_game->_scene._sprites[slot->_spritesIndex];
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MSprite *frame = asset->getFrame(slot->_frameNumber - 1);
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int w = frame->w;
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int h = frame->h;
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if (slot->_segmentId == IMG_SPINNING_OBJECT) {
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_bounds.left = slot->_position.x;
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_bounds.top = slot->_position.y;
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} else {
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_bounds.left = slot->_position.x + w / 2;
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_bounds.top = slot->_position.y - h + 1;
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}
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setArea(w, h, intSurface.w, intSurface.h);
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break;
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}
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}
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}
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/*------------------------------------------------------------------------*/
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DirtyAreas::DirtyAreas(MADSEngine *vm) /* : _vm(vm) */ {
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DirtyArea::_vm = vm;
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for (int i = 0; i < DIRTY_AREAS_SIZE; ++i) {
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DirtyArea rec;
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rec._active = false;
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push_back(rec);
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}
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}
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void DirtyAreas::merge(int startIndex, int count) {
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if (startIndex >= count)
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return;
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for (int outerCtr = startIndex - 1, idx = 0; idx < count; ++outerCtr, ++idx) {
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if (!(*this)[outerCtr]._active)
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continue;
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for (int innerCtr = outerCtr + 1; innerCtr < count; ++innerCtr) {
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if (!(*this)[innerCtr]._active || !intersects(outerCtr, innerCtr))
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continue;
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if ((*this)[outerCtr]._textActive && (*this)[innerCtr]._textActive)
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mergeAreas(innerCtr, outerCtr);
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}
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}
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}
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/**
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* Returns true if two dirty areas intersect
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*/
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bool DirtyAreas::intersects(int idx1, int idx2) {
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return (*this)[idx1]._bounds.intersects((*this)[idx2]._bounds);
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}
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void DirtyAreas::mergeAreas(int idx1, int idx2) {
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DirtyArea &da1 = (*this)[idx1];
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DirtyArea &da2 = (*this)[idx2];
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da1._bounds.extend(da2._bounds);
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da2._active = false;
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da2._mergedArea = &da1;
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da1._textActive = true;
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}
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void DirtyAreas::copy(BaseSurface *srcSurface, BaseSurface *destSurface, const Common::Point &posAdjust) {
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for (uint i = 0; i < size(); ++i) {
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const Common::Rect &srcBounds = (*this)[i]._bounds;
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// Check if this is a sane rectangle before attempting to create it
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if (srcBounds.left >= srcBounds.right || srcBounds.top >= srcBounds.bottom)
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continue;
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Common::Rect bounds(srcBounds.left + posAdjust.x, srcBounds.top + posAdjust.y,
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srcBounds.right + posAdjust.x, srcBounds.bottom + posAdjust.y);
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Common::Point destPos(srcBounds.left, srcBounds.top);
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if ((*this)[i]._active && bounds.isValidRect()) {
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destSurface->blitFrom(*srcSurface, bounds, destPos);
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}
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}
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}
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void DirtyAreas::copyToScreen() {
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/*
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for (uint i = 0; i < size(); ++i) {
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const Common::Rect &bounds = (*this)[i]._bounds;
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// Check if this is a sane rectangle before attempting to create it
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if (bounds.left >= bounds.right || bounds.top >= bounds.bottom)
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continue;
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if ((*this)[i]._active && (*this)[i]._bounds.isValidRect()) {
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_vm->_screen->copyRectToScreen(bounds);
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}
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}
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*/
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}
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void DirtyAreas::reset() {
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for (uint i = 0; i < size(); ++i)
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(*this)[i]._active = false;
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}
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/*------------------------------------------------------------------------*/
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ScreenObject::ScreenObject() {
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_category = CAT_NONE;
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_descId = 0;
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_mode = 0;
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_active = false;
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}
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/*------------------------------------------------------------------------*/
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ScreenObjects::ScreenObjects(MADSEngine *vm) : _vm(vm) {
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_objectY = -1;
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_forceRescan = false;
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_inputMode = kInputBuildingSentences;
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_v7FED6 = 0;
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_v8332A = 0;
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_category = CAT_NONE;
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_spotId = 0;
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_released = false;
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_uiCount = 0;
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_selectedObject = -1;
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_eventFlag = false;
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_baseTime = 0;
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}
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ScreenObject *ScreenObjects::add(const Common::Rect &bounds, ScreenMode mode, ScrCategory category, int descId) {
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ScreenObject so;
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so._bounds = bounds;
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so._category = category;
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so._descId = descId;
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so._mode = mode;
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so._active = true;
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push_back(so);
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return &(*this)[size()];
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}
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void ScreenObjects::check(bool scanFlag) {
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Scene &scene = _vm->_game->_scene;
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UserInterface &userInterface = scene._userInterface;
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if (!_vm->_events->_mouseButtons || _inputMode != kInputBuildingSentences)
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_vm->_events->_rightMousePressed = false;
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if ((_vm->_events->_mouseMoved || userInterface._scrollbarActive
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|| _v8332A || _forceRescan) && scanFlag) {
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_category = CAT_NONE;
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_selectedObject = scanBackwards(_vm->_events->currentPos(), SCREENMODE_VGA);
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if (_selectedObject > 0) {
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ScreenObject &scrObject = (*this)[_selectedObject];
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_category = (ScrCategory)(scrObject._category & 7);
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_spotId = scrObject._descId;
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}
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// Handling for easy mouse
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ScrCategory category = scene._userInterface._category;
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if (_vm->_easyMouse && _vm->_events->_mouseButtons && category != _category
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&& scene._userInterface._category != CAT_NONE) {
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_released = true;
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if (category >= CAT_COMMAND && category <= CAT_TALK_ENTRY) {
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elementHighlighted();
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}
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scene._action.checkActionAtMousePos();
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}
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//_released = _vm->_events->_mouseReleased;
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if (_vm->_events->_mouseButtons || (_vm->_easyMouse && !_vm->_events->_mouseStatusCopy))
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scene._userInterface._category = _category;
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if (_vm->_events->_mouseButtons || _vm->_easyMouse) {
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if (userInterface._category >= CAT_COMMAND && userInterface._category <= CAT_TALK_ENTRY) {
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elementHighlighted();
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}
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}
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if (_vm->_events->_mouseButtons || (_vm->_easyMouse && scene._action._interAwaiting > AWAITING_COMMAND
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&& scene._userInterface._category == CAT_INV_LIST) ||
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(_vm->_easyMouse && scene._userInterface._category == CAT_HOTSPOT)) {
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scene._action.checkActionAtMousePos();
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}
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if (_vm->_events->_mouseReleased) {
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scene._action.leftClick();
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scene._userInterface._category = CAT_NONE;
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}
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if (_vm->_events->_mouseButtons || _vm->_easyMouse || userInterface._scrollbarActive)
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scene._userInterface.updateInventoryScroller();
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if (_vm->_events->_mouseButtons || _vm->_easyMouse)
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scene._action.set();
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_forceRescan = false;
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}
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scene._action.refresh();
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uint32 currentTicks = _vm->_events->getFrameCounter();
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if (currentTicks >= _baseTime) {
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// Check the user interface slots to see if there's any slots that need to be expired
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UISlots &uiSlots = userInterface._uiSlots;
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for (uint idx = 0; idx < uiSlots.size(); ++idx) {
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UISlot &slot = uiSlots[idx];
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if (slot._flags != IMG_REFRESH && slot._flags > IMG_UPDATE_ONLY
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&& slot._segmentId != IMG_SPINNING_OBJECT)
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slot._flags = IMG_ERASE;
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}
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// Any background animation in the user interface
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userInterface.doBackgroundAnimation();
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// Handle animating the selected inventory item
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userInterface.inventoryAnim();
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// Set the base time
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_baseTime = currentTicks + 6;
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}
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}
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int ScreenObjects::scan(const Common::Point &pt, int layer) {
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for (uint i = 1; i <= size(); ++i) {
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ScreenObject &sObj = (*this)[i];
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if (sObj._active && sObj._bounds.contains(pt) && sObj._mode == layer)
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return i;
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}
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// Entry not found
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return 0;
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}
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int ScreenObjects::scanBackwards(const Common::Point &pt, int layer) {
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for (int i = (int)size(); i >= 1; --i) {
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ScreenObject &sObj = (*this)[i];
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if (sObj._active && sObj._bounds.contains(pt) && sObj._mode == layer)
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return i;
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}
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// Entry not found
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return 0;
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}
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void ScreenObjects::elementHighlighted() {
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Scene &scene = _vm->_game->_scene;
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UserInterface &userInterface = scene._userInterface;
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Common::Array<int> &invList = _vm->_game->_objects._inventoryList;
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MADSAction &action = scene._action;
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int varA;
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int topIndex;
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int *idxP;
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int var4;
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int index;
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int indexEnd = -1;
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int var8 = 0;
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int uiCount;
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switch (userInterface._category) {
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case CAT_COMMAND:
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index = 10;
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indexEnd = 9;
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varA = 5;
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topIndex = 0;
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idxP = !_vm->_events->_rightMousePressed ? &userInterface._highlightedCommandIndex :
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&userInterface._selectedActionIndex;
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if (_vm->_events->_rightMousePressed && userInterface._selectedItemVocabIdx >= 0)
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userInterface.updateSelection(CAT_INV_VOCAB, -1, &userInterface._selectedItemVocabIdx);
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var4 = _released && !_vm->_events->_rightMousePressed ? 1 : 0;
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break;
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case CAT_INV_LIST:
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userInterface.scrollInventory();
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index = MIN((int)invList.size() - userInterface._inventoryTopIndex, 5);
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indexEnd = invList.size() - 1;
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varA = 0;
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topIndex = userInterface._inventoryTopIndex;
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idxP = &userInterface._highlightedInvIndex;
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var4 = (!_released || (_vm->_events->_mouseButtons && action._interAwaiting == 1)) ? 0 : 1;
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break;
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case CAT_INV_VOCAB:
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if (userInterface._selectedInvIndex >= 0) {
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InventoryObject &invObject = _vm->_game->_objects.getItem(
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userInterface._selectedInvIndex);
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index = invObject._vocabCount;
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indexEnd = index - 1;
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} else {
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index = 0;
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}
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varA = 0;
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topIndex = 0;
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idxP = _vm->_events->_rightMousePressed ? &userInterface._selectedItemVocabIdx : &userInterface._highlightedItemVocabIndex;
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if (_vm->_events->_rightMousePressed && userInterface._selectedActionIndex >= 0)
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userInterface.updateSelection(CAT_COMMAND, -1, &userInterface._selectedActionIndex);
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var4 = _released && !_vm->_events->_rightMousePressed ? 1 : 0;
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break;
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case CAT_INV_ANIM:
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index = 1;
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indexEnd = invList.size() - 1;
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varA = 0;
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topIndex = userInterface._selectedInvIndex;
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idxP = &var8;
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var4 = -1;
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break;
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case CAT_TALK_ENTRY:
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index = userInterface._talkStrings.size();
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indexEnd = index - 1;
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varA = 0;
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topIndex = 0;
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idxP = &userInterface._highlightedCommandIndex;
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var4 = -1;
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break;
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default:
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uiCount = size() - _uiCount;
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index = uiCount + scene._hotspots.size();
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indexEnd = index - 1;
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varA = 0;
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topIndex = 0;
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idxP = &var8;
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var4 = -1;
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break;
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}
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int newIndex = -1;
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int catIndex = userInterface._categoryIndexes[userInterface._category - 1];
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int newX = 0, newY = 0;
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Common::Point currentPos = _vm->_events->currentPos();
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for (int idx = 0; idx < index && newIndex < 0; ++idx) {
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int scrObjIndex = (_category == CAT_HOTSPOT) ? catIndex - idx + index - 1 :
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catIndex + idx;
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ScreenObject &scrObject = (*this)[scrObjIndex];
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if (!scrObject._active)
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continue;
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const Common::Rect &bounds = scrObject._bounds;
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newY = MAX((int)bounds.bottom, newY);
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newX = MAX((int)bounds.left, newX);
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if (currentPos.y >= bounds.top && currentPos.y < bounds.bottom) {
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if (var4) {
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if (currentPos.x >= bounds.left && currentPos.x < bounds.right) {
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// Cursor is inside hotspot bounds
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newIndex = scrObjIndex - catIndex;
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if (_category == CAT_HOTSPOT && newIndex < (int)scene._hotspots.size())
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newIndex = scene._hotspots.size() - newIndex - 1;
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}
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} else if (!varA) {
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newIndex = idx;
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} else if (varA <= idx) {
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if (currentPos.x > bounds.left)
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newIndex = idx;
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} else {
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if (currentPos.x < bounds.right)
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newIndex = idx;
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}
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}
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}
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if (newIndex == -1 && index > 0 && !var4) {
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if (_vm->_events->currentPos().y <= newY) {
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newIndex = 0;
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if (varA && _vm->_events->currentPos().x >= newX)
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newIndex = varA;
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} else {
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newIndex = index - 1;
|
|
}
|
|
}
|
|
|
|
if (newIndex >= 0)
|
|
newIndex = MIN(newIndex + topIndex, indexEnd);
|
|
|
|
action._pickedWord = newIndex;
|
|
|
|
if (_category == CAT_INV_LIST || _category == CAT_INV_ANIM) {
|
|
if (action._interAwaiting == AWAITING_COMMAND && newIndex >= 0 && _released &&
|
|
(!_vm->_events->_mouseReleased || !_vm->_easyMouse))
|
|
newIndex = -1;
|
|
}
|
|
|
|
if (_released && !_vm->_events->_rightMousePressed &&
|
|
(_vm->_events->_mouseReleased || !_vm->_easyMouse))
|
|
newIndex = -1;
|
|
|
|
if (_category != CAT_HOTSPOT && _category != CAT_INV_ANIM)
|
|
userInterface.updateSelection(_category, newIndex, idxP);
|
|
}
|
|
|
|
void ScreenObjects::setActive(ScrCategory category, int descId, bool active) {
|
|
for (uint idx = 1; idx <= size(); ++idx) {
|
|
ScreenObject &sObj = (*this)[idx];
|
|
if (sObj._category == category && sObj._descId == descId)
|
|
sObj._active = active;
|
|
}
|
|
}
|
|
|
|
void ScreenObjects::synchronize(Common::Serializer &s) {
|
|
s.syncAsSint16LE(_selectedObject);
|
|
s.syncAsSint16LE(_category);
|
|
}
|
|
|
|
/*------------------------------------------------------------------------*/
|
|
|
|
Screen::Screen(): BaseSurface() {
|
|
// Create the screen surface separately on another surface, since the screen
|
|
// surface will be subject to change as the clipping area is altered
|
|
_rawSurface.create(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT);
|
|
resetClipBounds();
|
|
|
|
_shakeCountdown = -1;
|
|
_random = 0x4D2;
|
|
}
|
|
|
|
void Screen::update() {
|
|
if (_shakeCountdown >= 0) {
|
|
_random = _random * 5 + 1;
|
|
int offset = (_random >> 8) & 3;
|
|
if (_shakeCountdown-- <= 0)
|
|
offset = 0;
|
|
|
|
// Copy the screen with the left hand hide side of the screen of a given
|
|
// offset width shown at the very right. The offset changes to give
|
|
// an effect of shaking the screen
|
|
offset *= 4;
|
|
const byte *buf = (const byte *)getBasePtr(offset, 0);
|
|
g_system->copyRectToScreen(buf, this->pitch, 0, 0, this->pitch - offset, this->h);
|
|
if (offset > 0)
|
|
g_system->copyRectToScreen(getPixels(), this->pitch,
|
|
this->pitch - offset, 0, offset, this->h);
|
|
return;
|
|
}
|
|
|
|
// Reset any clip bounds if active whilst the screen is updated
|
|
Common::Rect clipBounds = getClipBounds();
|
|
resetClipBounds();
|
|
|
|
// Update the screen
|
|
Graphics::Screen::update();
|
|
|
|
// Revert back to whatever clipping is active
|
|
setClipBounds(clipBounds);
|
|
}
|
|
|
|
void Screen::transition(ScreenTransition transitionType, bool surfaceFlag) {
|
|
Palette &pal = *_vm->_palette;
|
|
Scene &scene = _vm->_game->_scene;
|
|
byte palData[PALETTE_SIZE];
|
|
|
|
// The original loads the new scene to the screen surface for some of the
|
|
// transition types like fade out/in, so we need to clear the dirty rects so
|
|
// it doesn't prematurely get blitted to the physical screen before fade out
|
|
Common::Rect clipBounds = getClipBounds();
|
|
clearDirtyRects();
|
|
|
|
switch (transitionType) {
|
|
case kTransitionFadeIn:
|
|
case kTransitionFadeOutIn: {
|
|
Common::fill(&pal._colorValues[0], &pal._colorValues[3], 0);
|
|
Common::fill(&pal._colorFlags[0], &pal._colorFlags[3], false);
|
|
resetClipBounds();
|
|
|
|
if (transitionType == kTransitionFadeOutIn) {
|
|
// Fade out
|
|
pal.getFullPalette(palData);
|
|
pal.fadeOut(palData, nullptr, 0, PALETTE_COUNT, 0, 0, 1, 16);
|
|
}
|
|
|
|
// Reset palette to black
|
|
Common::fill(&palData[0], &palData[PALETTE_SIZE], 0);
|
|
pal.setFullPalette(palData);
|
|
|
|
markAllDirty();
|
|
update();
|
|
pal.fadeIn(palData, pal._mainPalette, 0, 256, 0, 1, 1, 16);
|
|
break;
|
|
}
|
|
|
|
case kTransitionBoxInBottomLeft:
|
|
case kTransitionBoxInBottomRight:
|
|
case kTransitionBoxInTopLeft:
|
|
case kTransitionBoxInTopRight:
|
|
warning("TODO: box transition");
|
|
transition(kTransitionFadeIn, surfaceFlag);
|
|
break;
|
|
|
|
case kTransitionPanLeftToRight:
|
|
case kTransitionPanRightToLeft:
|
|
panTransition(scene._backgroundSurface, pal._mainPalette,
|
|
transitionType - kTransitionPanLeftToRight,
|
|
Common::Point(0, 0), scene._posAdjust, THROUGH_BLACK2, true, 1);
|
|
break;
|
|
|
|
case kTransitionCircleIn1:
|
|
case kTransitionCircleIn2:
|
|
case kTransitionCircleIn3:
|
|
case kTransitionCircleIn4:
|
|
warning("TODO circle transition");
|
|
transition(kTransitionFadeIn, surfaceFlag);
|
|
break;
|
|
|
|
case kNullPaletteCopy:
|
|
// Original temporarily set the palette to black, copied the scene to the
|
|
// screen, and then restored the palette. We can give a similiar effect
|
|
// by doing a standard quick palette fade in
|
|
transition(kTransitionFadeIn, surfaceFlag);
|
|
break;
|
|
|
|
default:
|
|
// Quick transitions
|
|
break;
|
|
}
|
|
|
|
// Reset clipping
|
|
markAllDirty();
|
|
setClipBounds(clipBounds);
|
|
}
|
|
|
|
void Screen::panTransition(MSurface &newScreen, byte *palData, int entrySide,
|
|
const Common::Point &srcPos, const Common::Point &destPos,
|
|
ThroughBlack throughBlack, bool setPalette_, int numTicks) {
|
|
EventsManager &events = *_vm->_events;
|
|
Palette &palette = *_vm->_palette;
|
|
Common::Point size;
|
|
int y1, y2;
|
|
int startX = 0;
|
|
int deltaX;
|
|
int loopStart;
|
|
// uint32 baseTicks, currentTicks;
|
|
byte paletteMap[256];
|
|
|
|
size.x = MIN(newScreen.w, (uint16)MADS_SCREEN_WIDTH);
|
|
size.y = newScreen.h;
|
|
if (newScreen.h >= MADS_SCREEN_HEIGHT)
|
|
size.y = MADS_SCENE_HEIGHT;
|
|
|
|
// Set starting position and direction delta for the transition
|
|
if (entrySide == 1)
|
|
// Right to left
|
|
startX = size.x - 1;
|
|
deltaX = startX ? -1 : 1;
|
|
|
|
if (setPalette_ & !throughBlack)
|
|
palette.setFullPalette(palData);
|
|
|
|
// TODO: Original uses a different frequency ticks counter. Need to
|
|
// confirm frequency and see whether we need to implement it, or
|
|
// if the current frame ticks can substitute for it
|
|
// baseTicks = events.getFrameCounter();
|
|
|
|
y1 = 0;
|
|
y2 = size.y - 1;
|
|
// sizeY = y2 - y1 + 1;
|
|
|
|
if (throughBlack == THROUGH_BLACK2)
|
|
swapForeground(palData, &paletteMap[0]);
|
|
|
|
loopStart = throughBlack == THROUGH_BLACK1 ? 0 : 1;
|
|
for (int loop = loopStart; loop < 2; ++loop) {
|
|
int xAt = startX;
|
|
for (int xCtr = 0; xCtr < size.x; ++xCtr, xAt += deltaX) {
|
|
if (!loop) {
|
|
fillRect(Common::Rect(xAt + destPos.x, y1 + destPos.y,
|
|
xAt + destPos.x + 1, y2 + destPos.y), 0);
|
|
} else if (throughBlack == THROUGH_BLACK2) {
|
|
copyRectTranslate(newScreen, paletteMap,
|
|
Common::Point(xAt, destPos.y),
|
|
Common::Rect(srcPos.x + xAt, srcPos.y,
|
|
srcPos.x + xAt + 1, srcPos.y + size.y));
|
|
} else {
|
|
newScreen.copyRectToSurface(*this, xAt, destPos.y,
|
|
Common::Rect(srcPos.x + xAt, srcPos.y,
|
|
srcPos.x + xAt + 1, srcPos.y + size.y));
|
|
}
|
|
|
|
// Slight delay
|
|
events.pollEvents();
|
|
g_system->delayMillis(1);
|
|
}
|
|
|
|
if ((setPalette_ && !loop) || throughBlack == THROUGH_BLACK2)
|
|
palette.setFullPalette(palData);
|
|
}
|
|
|
|
if (throughBlack == THROUGH_BLACK2) {
|
|
/*
|
|
Common::Rect r(srcPos.x, srcPos.y, srcPos.x + size.x, srcPos.y + size.y);
|
|
copyRectToSurface(newScreen, destPos.x, destPos.y, r);
|
|
copyRectToScreen(r);
|
|
*/
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Translates the current screen from the old palette to the new palette
|
|
*/
|
|
void Screen::swapForeground(byte newPalette[PALETTE_SIZE], byte *paletteMap) {
|
|
Palette &palette = *_vm->_palette;
|
|
byte oldPalette[PALETTE_SIZE];
|
|
byte oldMap[PALETTE_COUNT];
|
|
|
|
palette.getFullPalette(oldPalette);
|
|
swapPalette(oldPalette, oldMap, true);
|
|
swapPalette(newPalette, paletteMap, false);
|
|
|
|
// Transfer translated foreground colors. Since foregrounds are interleaved
|
|
// with background, we only copy over each alternate RGB tuplet
|
|
const byte *srcP = &newPalette[RGB_SIZE];
|
|
byte *destP = &oldPalette[RGB_SIZE];
|
|
while (destP < &oldPalette[PALETTE_SIZE]) {
|
|
Common::copy(srcP, srcP + RGB_SIZE, destP);
|
|
srcP += 2 * RGB_SIZE;
|
|
destP += 2 * RGB_SIZE;
|
|
}
|
|
|
|
Common::Rect oldClip = getClipBounds();
|
|
resetClipBounds();
|
|
|
|
copyRectTranslate(*this, oldMap, Common::Point(0, 0),
|
|
Common::Rect(0, 0, MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT));
|
|
palette.setFullPalette(oldPalette);
|
|
|
|
setClipBounds(oldClip);
|
|
}
|
|
|
|
/**
|
|
* Translates a given palette into a mapping table.
|
|
* Palettes consist of 128 RGB entries for the foreground and background
|
|
* respectively, with the two interleaved together. So the start
|
|
*/
|
|
void Screen::swapPalette(const byte *palData, byte swapTable[PALETTE_COUNT],
|
|
bool foreground) {
|
|
int start = foreground ? 1 : 0;
|
|
const byte *dynamicList = &palData[start * RGB_SIZE];
|
|
int staticStart = 1 - start;
|
|
const byte *staticList = &palData[staticStart * RGB_SIZE];
|
|
const int PALETTE_START = 1;
|
|
const int PALETTE_END = 252;
|
|
|
|
// Set initial index values
|
|
for (int idx = 0; idx < PALETTE_COUNT; ++idx)
|
|
swapTable[idx] = idx;
|
|
|
|
// Handle the 128 palette entries for the foreground or background
|
|
for (int idx = 0; idx < (PALETTE_COUNT / 2); ++idx) {
|
|
if (start >= PALETTE_START && start <= PALETTE_END) {
|
|
swapTable[start] = Palette::closestColor(dynamicList, staticList,
|
|
2 * RGB_SIZE, PALETTE_COUNT / 2) * 2 + staticStart;
|
|
}
|
|
|
|
dynamicList += 2 * RGB_SIZE;
|
|
start += 2;
|
|
}
|
|
}
|
|
|
|
void Screen::setClipBounds(const Common::Rect &r) {
|
|
create(_rawSurface, r);
|
|
}
|
|
|
|
void Screen::resetClipBounds() {
|
|
setClipBounds(Common::Rect(0, 0, MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT));
|
|
}
|
|
|
|
} // End of namespace MADS
|