scummvm/engines/toltecs/render.cpp
Johannes Schickel 89abab97e3 JANITORIAL: Remove trailing whitespaces.
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2012-09-26 04:17:55 +02:00

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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*
*/
#include "common/system.h"
#include "toltecs/toltecs.h"
#include "toltecs/render.h"
#include "toltecs/resource.h"
namespace Toltecs {
Common::Rect makeRect(int16 x, int16 y, int16 width, int16 height) {
Common::Rect rect;
rect.left = x;
rect.top = y;
rect.setWidth(width);
rect.setHeight(height);
return rect;
}
RenderQueue::RenderQueue(ToltecsEngine *vm) : _vm(vm) {
_currQueue = new RenderQueueArray();
_prevQueue = new RenderQueueArray();
_updateUta = new MicroTileArray(640, 400);
}
RenderQueue::~RenderQueue() {
delete _currQueue;
delete _prevQueue;
delete _updateUta;
}
void RenderQueue::addSprite(SpriteDrawItem &sprite) {
RenderQueueItem item;
item.type = kSprite;
item.flags = kRefresh;
item.rect = makeRect(sprite.x - _vm->_cameraX, sprite.y - _vm->_cameraY, sprite.width, sprite.height);
item.priority = sprite.priority;
item.sprite = sprite;
item.sprite.x -= _vm->_cameraX;
item.sprite.y -= _vm->_cameraY;
// Add sprite sorted by priority
RenderQueueArray::iterator iter = _currQueue->begin();
while (iter != _currQueue->end() && (*iter).priority <= item.priority) {
iter++;
}
_currQueue->insert(iter, item);
}
void RenderQueue::addText(int16 x, int16 y, byte color, uint fontResIndex, byte *text, int len) {
Font font(_vm->_res->load(fontResIndex)->data);
RenderQueueItem item;
item.type = kText;
item.flags = kRefresh;
item.rect = makeRect(x, y, font.getTextWidth(text), font.getHeight());
item.priority = 1000;
item.text.color = color;
item.text.fontResIndex = fontResIndex;
item.text.text = text;
item.text.len = len;
_currQueue->push_back(item);
}
void RenderQueue::addMask(SegmapMaskRect &mask) {
RenderQueueItem item;
item.type = kMask;
item.flags = kRefresh;
item.rect = makeRect(mask.x - _vm->_cameraX, mask.y - _vm->_cameraY, mask.width, mask.height);
item.priority = mask.priority;
item.mask = mask;
// Only add the mask if a sprite intersects its rect
if (rectIntersectsItem(item.rect)) {
RenderQueueArray::iterator iter = _currQueue->begin();
while (iter != _currQueue->end() && (*iter).priority <= item.priority) {
iter++;
}
_currQueue->insert(iter, item);
}
}
void RenderQueue::update() {
bool doFullRefresh = _vm->_screen->_fullRefresh;
_updateUta->clear();
if (!doFullRefresh) {
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); iter++) {
RenderQueueItem *item = &(*iter);
RenderQueueItem *prevItem = findItemInQueue(_prevQueue, *item);
if (prevItem) {
if (hasItemChanged(*prevItem, *item)) {
item->flags = kRefresh;
addDirtyRect(prevItem->rect);
} else {
item->flags = kUnchanged;
}
} else {
item->flags = kRefresh;
}
}
for (RenderQueueArray::iterator iter = _prevQueue->begin(); iter != _prevQueue->end(); iter++) {
RenderQueueItem *prevItem = &(*iter);
RenderQueueItem *item = findItemInQueue(_currQueue, *prevItem);
if (!item) {
prevItem->flags = kRemoved;
addDirtyRect(prevItem->rect);
}
}
restoreDirtyBackground();
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); iter++) {
RenderQueueItem *item = &(*iter);
if (item->flags != kUnchanged)
invalidateItemsByRect(item->rect, item);
}
} else {
byte *destp = _vm->_screen->_frontScreen;
byte *srcp = _vm->_screen->_backScreen + _vm->_cameraX + _vm->_cameraY * _vm->_sceneWidth;
int16 w = MIN<int16>(640, _vm->_sceneWidth);
int16 h = MIN<int16>(400, _vm->_cameraHeight);
while (h--) {
memcpy(destp, srcp, w);
destp += 640;
srcp += _vm->_sceneWidth;
}
_vm->_screen->_fullRefresh = false;
}
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); iter++) {
const RenderQueueItem *item = &(*iter);
if (item->flags == kRefresh || doFullRefresh) {
switch (item->type) {
case kSprite:
_vm->_screen->drawSprite(item->sprite);
break;
case kText:
_vm->_screen->drawString(item->rect.left, item->rect.top, item->text.color, item->text.fontResIndex,
item->text.text, item->text.len, NULL, true);
break;
case kMask:
_vm->_screen->drawSurface(item->rect.left, item->rect.top, item->mask.surface);
break;
default:
break;
}
if (!doFullRefresh)
addDirtyRect(item->rect);
}
}
if (doFullRefresh) {
clear();
_vm->_system->copyRectToScreen(_vm->_screen->_frontScreen, 640, 0, 0, 640, _vm->_cameraHeight);
} else {
updateDirtyRects();
}
SWAP(_currQueue, _prevQueue);
_currQueue->clear();
}
void RenderQueue::clear() {
_prevQueue->clear();
_currQueue->clear();
}
bool RenderQueue::rectIntersectsItem(const Common::Rect &rect) {
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); iter++) {
const RenderQueueItem *item = &(*iter);
if (rect.intersects(item->rect))
return true;
}
return false;
}
RenderQueueItem *RenderQueue::findItemInQueue(RenderQueueArray *queue, const RenderQueueItem &item) {
/* This checks if the given item also exists in the previously drawn frame.
The state of the item (position, color etc) is handled elsewhere.
*/
for (RenderQueueArray::iterator iter = queue->begin(); iter != queue->end(); iter++) {
RenderQueueItem *prevItem = &(*iter);
if (prevItem->type == item.type) {
switch (item.type) {
case kSprite:
if (prevItem->sprite.resIndex == item.sprite.resIndex &&
prevItem->sprite.frameNum == item.sprite.frameNum)
return prevItem;
break;
case kText:
if (prevItem->text.text == item.text.text &&
prevItem->text.len == item.text.len)
return prevItem;
break;
case kMask:
if (prevItem->mask.surface == item.mask.surface)
return prevItem;
break;
}
}
}
return NULL; // Not found
}
bool RenderQueue::hasItemChanged(const RenderQueueItem &item1, const RenderQueueItem &item2) {
if (item1.type != item2.type)
return true;
if (item1.rect.left != item2.rect.left ||
item1.rect.top != item2.rect.top ||
item1.rect.right != item2.rect.right ||
item1.rect.bottom != item2.rect.bottom)
return true;
if (item1.type == kText && item1.text.color != item2.text.color)
return true;
return false;
}
void RenderQueue::invalidateItemsByRect(const Common::Rect &rect, const RenderQueueItem *item) {
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); iter++) {
RenderQueueItem *subItem = &(*iter);
if (item != subItem &&
subItem->flags == kUnchanged &&
rect.intersects(subItem->rect)) {
subItem->flags = kRefresh;
invalidateItemsByRect(subItem->rect, subItem);
}
}
}
void RenderQueue::addDirtyRect(const Common::Rect &rect) {
_updateUta->addRect(rect);
}
void RenderQueue::restoreDirtyBackground() {
int n_rects = 0;
Common::Rect *rects = _updateUta->getRectangles(&n_rects, 0, 0, 639, _vm->_cameraHeight - 1);
for (int i = 0; i < n_rects; i++) {
byte *destp = _vm->_screen->_frontScreen + rects[i].left + rects[i].top * 640;
byte *srcp = _vm->_screen->_backScreen + (_vm->_cameraX + rects[i].left) + (_vm->_cameraY + rects[i].top) * _vm->_sceneWidth;
int16 w = rects[i].width();
int16 h = rects[i].height();
while (h--) {
memcpy(destp, srcp, w);
destp += 640;
srcp += _vm->_sceneWidth;
}
invalidateItemsByRect(rects[i], NULL);
}
delete[] rects;
}
void RenderQueue::updateDirtyRects() {
int n_rects = 0;
Common::Rect *rects = _updateUta->getRectangles(&n_rects, 0, 0, 639, _vm->_cameraHeight - 1);
for (int i = 0; i < n_rects; i++) {
_vm->_system->copyRectToScreen(_vm->_screen->_frontScreen + rects[i].left + rects[i].top * 640,
640, rects[i].left, rects[i].top, rects[i].width(), rects[i].height());
}
delete[] rects;
}
} // End of namespace Toltecs