scummvm/engines/sword25/gfx/renderobjectmanager.cpp
2010-10-12 23:09:12 +00:00

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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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/gfx/renderobjectmanager.h"
#include "sword25/kernel/kernel.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/gfx/graphicengine.h"
#include "sword25/gfx/animationtemplateregistry.h"
#include "common/rect.h"
#include "sword25/gfx/renderobject.h"
#include "sword25/gfx/timedrenderobject.h"
#include "sword25/gfx/rootrenderobject.h"
namespace Sword25 {
#define BS_LOG_PREFIX "RENDEROBJECTMANAGER"
// -----------------------------------------------------------------------------
// Konstruktion / Desktruktion
// -----------------------------------------------------------------------------
RenderObjectManager::RenderObjectManager(int Width, int Height, int FramebufferCount) :
m_FrameStarted(false) {
// Wurzel des BS_RenderObject-Baumes erzeugen.
m_RootPtr = (new RootRenderObject(this, Width, Height))->GetHandle();
}
// -----------------------------------------------------------------------------
RenderObjectManager::~RenderObjectManager() {
// Die Wurzel des Baumes l<>schen, damit werden alle BS_RenderObjects mitgel<65>scht.
m_RootPtr.Erase();
}
// -----------------------------------------------------------------------------
// Interface
// -----------------------------------------------------------------------------
void RenderObjectManager::StartFrame() {
m_FrameStarted = true;
// Verstrichene Zeit bestimmen
int TimeElapsed = Kernel::GetInstance()->GetGfx()->GetLastFrameDurationMicro();
// Alle BS_TimedRenderObject Objekte <20>ber den Framestart und die verstrichene Zeit in Kenntnis setzen
RenderObjectList::iterator Iter = m_TimedRenderObjects.begin();
for (; Iter != m_TimedRenderObjects.end(); ++Iter)
(*Iter)->FrameNotification(TimeElapsed);
}
// -----------------------------------------------------------------------------
bool RenderObjectManager::Render() {
// Den Objekt-Status des Wurzelobjektes aktualisieren. Dadurch werden rekursiv alle Baumelemente aktualisiert.
// Beim aktualisieren des Objekt-Status werden auch die Update-Rects gefunden, so dass feststeht, was neu gezeichnet
// werden muss.
if (!m_RootPtr.IsValid() || !m_RootPtr->UpdateObjectState()) return false;
m_FrameStarted = false;
// Die Render-Methode der Wurzel aufrufen. Dadurch wird das rekursive Rendern der Baumelemente angesto<74>en.
return m_RootPtr->Render();
}
// -----------------------------------------------------------------------------
void RenderObjectManager::AttatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> RenderObjectPtr) {
m_TimedRenderObjects.push_back(RenderObjectPtr);
}
// -----------------------------------------------------------------------------
void RenderObjectManager::DetatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> RenderObjectPtr) {
for (uint i = 0; i < m_TimedRenderObjects.size(); i++)
if (m_TimedRenderObjects[i] == RenderObjectPtr) {
m_TimedRenderObjects.remove_at(i);
break;
}
}
// -----------------------------------------------------------------------------
// Persistenz
// -----------------------------------------------------------------------------
bool RenderObjectManager::Persist(OutputPersistenceBlock &Writer) {
bool Result = true;
// Alle Kinder des Wurzelknotens speichern. Dadurch werden alle BS_RenderObjects gespeichert rekursiv gespeichert.
Result &= m_RootPtr->PersistChildren(Writer);
Writer.Write(m_FrameStarted);
// Referenzen auf die TimedRenderObjects persistieren.
Writer.Write(m_TimedRenderObjects.size());
RenderObjectList::const_iterator Iter = m_TimedRenderObjects.begin();
while (Iter != m_TimedRenderObjects.end()) {
Writer.Write((*Iter)->GetHandle());
++Iter;
}
// Alle BS_AnimationTemplates persistieren.
Result &= AnimationTemplateRegistry::GetInstance().Persist(Writer);
return Result;
}
// -----------------------------------------------------------------------------
bool RenderObjectManager::Unpersist(InputPersistenceBlock &Reader) {
bool Result = true;
// Alle Kinder des Wurzelknotens l<>schen. Damit werden alle BS_RenderObjects gel<65>scht.
m_RootPtr->DeleteAllChildren();
// Alle BS_RenderObjects wieder hestellen.
if (!m_RootPtr->UnpersistChildren(Reader)) return false;
Reader.Read(m_FrameStarted);
// Momentan gespeicherte Referenzen auf TimedRenderObjects l<>schen.
m_TimedRenderObjects.resize(0);
// Referenzen auf die TimedRenderObjects wieder herstellen.
unsigned int TimedObjectCount;
Reader.Read(TimedObjectCount);
for (unsigned int i = 0; i < TimedObjectCount; ++i) {
unsigned int Handle;
Reader.Read(Handle);
m_TimedRenderObjects.push_back(Handle);
}
// Alle BS_AnimationTemplates wieder herstellen.
Result &= AnimationTemplateRegistry::GetInstance().Unpersist(Reader);
return Result;
}
} // End of namespace Sword25