mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-01 23:18:44 +00:00
461 lines
13 KiB
C++
461 lines
13 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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* 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, 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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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "common/system.h"
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#include "sword25/sword25.h" // for kDebugScript
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#include "sword25/gfx/bitmapresource.h"
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#include "sword25/gfx/animationresource.h"
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#include "sword25/gfx/fontresource.h"
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#include "sword25/gfx/panel.h"
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#include "sword25/gfx/renderobjectmanager.h"
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#include "sword25/gfx/screenshot.h"
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#include "sword25/gfx/image/renderedimage.h"
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#include "sword25/gfx/image/swimage.h"
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#include "sword25/gfx/image/vectorimage.h"
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#include "sword25/package/packagemanager.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/gfx/graphicengine.h"
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#include "sword25/fmv/movieplayer.h"
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#include "sword25/util/lua/lua.h"
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#include "sword25/util/lua/lauxlib.h"
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enum {
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BIT_DEPTH = 32,
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BACKBUFFER_COUNT = 1
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};
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namespace Sword25 {
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static const uint FRAMETIME_SAMPLE_COUNT = 5; // Anzahl der Framezeiten über die, die Framezeit gemittelt wird
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GraphicEngine::GraphicEngine(Kernel *pKernel) :
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_width(0),
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_height(0),
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_bitDepth(0),
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_lastTimeStamp((uint) -1), // max. BS_INT64 um beim ersten Aufruf von _UpdateLastFrameDuration() einen Reset zu erzwingen
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_lastFrameDuration(0),
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_timerActive(true),
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_frameTimeSampleSlot(0),
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_thumbnail(NULL),
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ResourceService(pKernel) {
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_frameTimeSamples.resize(FRAMETIME_SAMPLE_COUNT);
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if (!registerScriptBindings())
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error("Script bindings could not be registered.");
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else
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debugC(kDebugScript, "Script bindings registered.");
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}
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GraphicEngine::~GraphicEngine() {
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unregisterScriptBindings();
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_backSurface.free();
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delete _thumbnail;
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}
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bool GraphicEngine::init(int width, int height, int bitDepth, int backbufferCount) {
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// Warnung ausgeben, wenn eine nicht unterstützte Bittiefe gewählt wurde.
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if (bitDepth != BIT_DEPTH) {
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warning("Can't use a bit depth of %d (not supported). Falling back to %d.", bitDepth, BIT_DEPTH);
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_bitDepth = BIT_DEPTH;
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}
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// Warnung ausgeben, wenn nicht genau ein Backbuffer gewählt wurde.
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if (backbufferCount != BACKBUFFER_COUNT) {
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warning("Can't use %d backbuffers (not supported). Falling back to %d.", backbufferCount, BACKBUFFER_COUNT);
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backbufferCount = BACKBUFFER_COUNT;
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}
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// Parameter in lokale Variablen kopieren
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_width = width;
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_height = height;
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_bitDepth = bitDepth;
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_screenRect.left = 0;
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_screenRect.top = 0;
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_screenRect.right = _width;
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_screenRect.bottom = _height;
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const Graphics::PixelFormat format = g_system->getScreenFormat();
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_backSurface.create(width, height, format);
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// Standardmäßig ist Vsync an.
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setVsync(true);
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// Layer-Manager initialisieren.
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_renderObjectManagerPtr.reset(new RenderObjectManager(width, height, backbufferCount + 1));
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// Hauptpanel erstellen
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_mainPanelPtr = _renderObjectManagerPtr->getTreeRoot()->addPanel(width, height, BS_ARGB(0, 0, 0, 0));
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if (!_mainPanelPtr.isValid())
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return false;
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_mainPanelPtr->setVisible(true);
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return true;
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}
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bool GraphicEngine::startFrame(bool updateAll) {
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// Berechnen, wie viel Zeit seit dem letzten Frame vergangen ist.
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// Dieser Wert kann über GetLastFrameDuration() von Modulen abgefragt werden, die zeitabhängig arbeiten.
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updateLastFrameDuration();
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// Den Layer-Manager auf den nächsten Frame vorbereiten
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_renderObjectManagerPtr->startFrame();
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return true;
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}
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bool GraphicEngine::endFrame() {
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#ifndef THEORA_INDIRECT_RENDERING
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if (Kernel::getInstance()->getFMV()->isMovieLoaded())
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return true;
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#endif
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_renderObjectManagerPtr->render();
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g_system->updateScreen();
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return true;
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}
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RenderObjectPtr<Panel> GraphicEngine::getMainPanel() {
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return _mainPanelPtr;
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}
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void GraphicEngine::setVsync(bool vsync) {
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// ScummVM has no concept of VSync
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}
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bool GraphicEngine::getVsync() const {
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warning("STUB: getVsync()");
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return true;
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}
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bool GraphicEngine::fill(const Common::Rect *fillRectPtr, uint color) {
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Common::Rect rect(_width - 1, _height - 1);
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int ca = (color >> 24) & 0xff;
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if (ca == 0)
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return true;
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int cr = (color >> 16) & 0xff;
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int cg = (color >> 8) & 0xff;
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int cb = (color >> 0) & 0xff;
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if (fillRectPtr) {
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rect = *fillRectPtr;
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}
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if (rect.width() > 0 && rect.height() > 0) {
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if (ca == 0xff) {
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_backSurface.fillRect(rect, color);
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} else {
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byte *outo = (byte *)_backSurface.getBasePtr(rect.left, rect.top);
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byte *out;
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for (int i = rect.top; i < rect.bottom; i++) {
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out = outo;
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for (int j = rect.left; j < rect.right; j++) {
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#if defined(SCUMM_LITTLE_ENDIAN)
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*out += (byte)(((cb - *out) * ca) >> 8);
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out++;
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*out += (byte)(((cg - *out) * ca) >> 8);
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out++;
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*out += (byte)(((cr - *out) * ca) >> 8);
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out++;
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*out = 255;
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out++;
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#else
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*out = 255;
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out++;
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*out += (byte)(((cr - *out) * ca) >> 8);
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out++;
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*out += (byte)(((cg - *out) * ca) >> 8);
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out++;
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*out += (byte)(((cb - *out) * ca) >> 8);
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out++;
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#endif
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}
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outo += _backSurface.pitch;
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}
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}
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g_system->copyRectToScreen(_backSurface.getBasePtr(rect.left, rect.top), _backSurface.pitch, rect.left, rect.top, rect.width(), rect.height());
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}
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return true;
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}
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// -----------------------------------------------------------------------------
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// RESOURCE MANAGING
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// -----------------------------------------------------------------------------
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Resource *GraphicEngine::loadResource(const Common::String &filename) {
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assert(canLoadResource(filename));
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// Load image for "software buffer". These are images used to dynamically
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// add shadows to actors (e.g. when George walks under the shadow of a
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// a building)
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if (filename.hasSuffix("_s.png")) {
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bool result = false;
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SWImage *pImage = new SWImage(filename, result);
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if (!result) {
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delete pImage;
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return 0;
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}
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BitmapResource *pResource = new BitmapResource(filename, pImage);
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if (!pResource->isValid()) {
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delete pResource;
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return 0;
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}
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return pResource;
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}
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// Load sprite image. Savegame thumbnails are also loaded here.
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if (filename.hasSuffix(".png") || filename.hasSuffix(".b25s") ||
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filename.hasPrefix("/saves")) {
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bool result = false;
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RenderedImage *pImage = new RenderedImage(filename, result);
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if (!result) {
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delete pImage;
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return 0;
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}
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BitmapResource *pResource = new BitmapResource(filename, pImage);
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if (!pResource->isValid()) {
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delete pResource;
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return 0;
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}
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return pResource;
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}
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// Load vector graphics
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if (filename.hasSuffix(".swf")) {
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debug(2, "VectorImage: %s", filename.c_str());
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// Pointer auf Package-Manager holen
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PackageManager *pPackage = Kernel::getInstance()->getPackage();
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assert(pPackage);
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// Datei laden
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byte *pFileData;
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uint fileSize;
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pFileData = pPackage->getFile(filename, &fileSize);
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if (!pFileData) {
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error("File \"%s\" could not be loaded.", filename.c_str());
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return 0;
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}
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bool result = false;
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VectorImage *pImage = new VectorImage(pFileData, fileSize, result, filename);
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if (!result) {
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delete pImage;
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delete[] pFileData;
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return 0;
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}
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BitmapResource *pResource = new BitmapResource(filename, pImage);
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if (!pResource->isValid()) {
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delete pResource;
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delete[] pFileData;
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return 0;
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}
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delete[] pFileData;
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return pResource;
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}
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// Load animation
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if (filename.hasSuffix("_ani.xml")) {
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AnimationResource *pResource = new AnimationResource(filename);
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if (pResource->isValid())
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return pResource;
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else {
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delete pResource;
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return 0;
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}
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}
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// Load font
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if (filename.hasSuffix("_fnt.xml")) {
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FontResource *pResource = new FontResource(Kernel::getInstance(), filename);
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if (pResource->isValid())
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return pResource;
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else {
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delete pResource;
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return 0;
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}
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}
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error("Service cannot load \"%s\".", filename.c_str());
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return 0;
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}
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// -----------------------------------------------------------------------------
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bool GraphicEngine::canLoadResource(const Common::String &filename) {
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return filename.hasSuffix(".png") ||
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filename.hasSuffix("_ani.xml") ||
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filename.hasSuffix("_fnt.xml") ||
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filename.hasSuffix(".swf") ||
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filename.hasSuffix(".b25s") ||
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filename.hasPrefix("/saves");
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}
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void GraphicEngine::updateLastFrameDuration() {
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// Record current time
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const uint currentTime = Kernel::getInstance()->getMilliTicks();
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// Compute the elapsed time since the last frame and prevent too big ( > 250 msecs) time jumps.
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// These can occur when loading save states, during debugging or due to hardware inaccuracies.
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_frameTimeSamples[_frameTimeSampleSlot] = static_cast<uint>(currentTime - _lastTimeStamp);
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if (_frameTimeSamples[_frameTimeSampleSlot] > 250000)
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_frameTimeSamples[_frameTimeSampleSlot] = 250000;
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_frameTimeSampleSlot = (_frameTimeSampleSlot + 1) % FRAMETIME_SAMPLE_COUNT;
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// Compute the average frame duration over multiple frames to eliminate outliers.
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Common::Array<uint>::const_iterator it = _frameTimeSamples.begin();
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uint sum = *it;
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for (it++; it != _frameTimeSamples.end(); it++)
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sum += *it;
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_lastFrameDuration = sum * 1000 / FRAMETIME_SAMPLE_COUNT;
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// Update m_LastTimeStamp with the current frame's timestamp
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_lastTimeStamp = currentTime;
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}
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bool GraphicEngine::saveThumbnailScreenshot(const Common::String &filename) {
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// Note: In ScumMVM, rather than saivng the thumbnail to a file, we store it in memory
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// until needed when creating savegame files
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delete _thumbnail;
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_thumbnail = Screenshot::createThumbnail(&_backSurface);
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return true;
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}
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void GraphicEngine::ARGBColorToLuaColor(lua_State *L, uint color) {
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lua_Number components[4] = {
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(color >> 16) & 0xff, // Rot
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(color >> 8) & 0xff, // Grün
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color & 0xff, // Blau
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color >> 24, // Alpha
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};
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lua_newtable(L);
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for (uint i = 1; i <= 4; i++) {
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lua_pushnumber(L, i);
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lua_pushnumber(L, components[i - 1]);
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lua_settable(L, -3);
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}
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}
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uint GraphicEngine::luaColorToARGBColor(lua_State *L, int stackIndex) {
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#ifdef DEBUG
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int __startStackDepth = lua_gettop(L);
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#endif
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// Sicherstellen, dass wir wirklich eine Tabelle betrachten
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luaL_checktype(L, stackIndex, LUA_TTABLE);
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// Größe der Tabelle auslesen
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uint n = luaL_getn(L, stackIndex);
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// RGB oder RGBA Farben werden unterstützt und sonst keine
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if (n != 3 && n != 4)
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luaL_argcheck(L, 0, stackIndex, "at least 3 of the 4 color components have to be specified");
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// Red color component reading
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lua_rawgeti(L, stackIndex, 1);
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uint red = static_cast<uint>(lua_tonumber(L, -1));
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if (!lua_isnumber(L, -1) || red >= 256)
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luaL_argcheck(L, 0, stackIndex, "red color component must be an integer between 0 and 255");
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lua_pop(L, 1);
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// Green color component reading
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lua_rawgeti(L, stackIndex, 2);
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uint green = static_cast<uint>(lua_tonumber(L, -1));
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if (!lua_isnumber(L, -1) || green >= 256)
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luaL_argcheck(L, 0, stackIndex, "green color component must be an integer between 0 and 255");
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lua_pop(L, 1);
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// Blue color component reading
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lua_rawgeti(L, stackIndex, 3);
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uint blue = static_cast<uint>(lua_tonumber(L, -1));
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if (!lua_isnumber(L, -1) || blue >= 256)
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luaL_argcheck(L, 0, stackIndex, "blue color component must be an integer between 0 and 255");
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lua_pop(L, 1);
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// Alpha color component reading
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uint alpha = 0xff;
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if (n == 4) {
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lua_rawgeti(L, stackIndex, 4);
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alpha = static_cast<uint>(lua_tonumber(L, -1));
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if (!lua_isnumber(L, -1) || alpha >= 256)
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luaL_argcheck(L, 0, stackIndex, "alpha color component must be an integer between 0 and 255");
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lua_pop(L, 1);
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}
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#ifdef DEBUG
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assert(__startStackDepth == lua_gettop(L));
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#endif
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return (alpha << 24) | (red << 16) | (green << 8) | blue;
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}
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bool GraphicEngine::persist(OutputPersistenceBlock &writer) {
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writer.write(_timerActive);
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bool result = _renderObjectManagerPtr->persist(writer);
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return result;
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}
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bool GraphicEngine::unpersist(InputPersistenceBlock &reader) {
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reader.read(_timerActive);
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_renderObjectManagerPtr->unpersist(reader);
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return reader.isGood();
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}
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} // End of namespace Sword25
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