scummvm/saga/render.cpp
Torbjörn Andersson c64c7eb4d4 First pass at migrating from the old Reinherit console to the ScummVM
console.

Some things are likely to have broken. For instance, I believe the old
console was could be visible during gameplay, while ScummVM's is modal. So
any place where we output something to the console during gameplay should
probably be removed.

Some things I've stubbed out. Basically any code that registers a variable.

Most of the debugging commands are untested.

Syntax may have changed because of different command-line parsing. (I never
actually used the old console, so I don't know for sure. :-)

Actually, I'm not that interested in reproducing the old console commands
faithfully. What we should do now is to make the immediately useful console
stuff work. Anything that remains unimplemented should probably be removed.

svn-id: r15976
2004-12-03 19:15:44 +00:00

234 lines
5.6 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
// Main rendering loop
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/actor.h"
#include "saga/font.h"
#include "saga/game_mod.h"
#include "saga/interface.h"
#include "saga/scene.h"
#include "saga/text.h"
#include "saga/actionmap.h"
#include "saga/objectmap.h"
#include "saga/render.h"
#include <common/timer.h>
namespace Saga {
const char *test_txt = "The quick brown fox jumped over the lazy dog. She sells sea shells down by the sea shore.";
Render::Render(SagaEngine *vm, OSystem *system) {
_vm = vm;
_system = system;
_initialized = false;
GAME_DISPLAYINFO disp_info;
int tmp_w, tmp_h, tmp_bytepp;
// Initialize system graphics
GAME_GetDisplayInfo(&disp_info);
// Initialize FPS timer callback
g_timer->installTimerProc(&fpsTimerCallback, 1000000, this);
// Create background buffer
_bg_buf_w = disp_info.logical_w;
_bg_buf_h = disp_info.logical_h;
_bg_buf = (byte *)calloc(disp_info.logical_w, disp_info.logical_h);
if (_bg_buf == NULL) {
return;
}
// Allocate temp buffer for animation decoding,
// graphics scalers (2xSaI), etc.
tmp_w = disp_info.logical_w;
tmp_h = disp_info.logical_h + 4; // BG unbanking requres extra rows
tmp_bytepp = 1;
_tmp_buf = (byte *)calloc(1, tmp_w * tmp_h * tmp_bytepp);
if (_tmp_buf == NULL) {
free(_bg_buf);
return;
}
_tmp_buf_w = tmp_w;
_tmp_buf_h = tmp_h;
_backbuf_surface = _vm->_gfx->getBackBuffer();
_flags = 0;
_initialized = true;
}
Render::~Render(void) {
free(_bg_buf);
free(_tmp_buf);
_initialized = false;
}
bool Render::initialized() {
return _initialized;
}
int Render::drawScene() {
SURFACE *backbuf_surface;
GAME_DISPLAYINFO disp_info;
SCENE_INFO scene_info;
SCENE_BGINFO bg_info;
Point bg_pt;
char txt_buf[20];
int fps_width;
Point mouse_pt;
if (!_initialized) {
return FAILURE;
}
_framecount++;
backbuf_surface = _backbuf_surface;
// Get mouse coordinates
mouse_pt = _vm->getMousePos();
_vm->_scene->getBGInfo(&bg_info);
GAME_GetDisplayInfo(&disp_info);
bg_pt.x = 0;
bg_pt.y = 0;
// Display scene background
_vm->_scene->draw(backbuf_surface);
// Display scene maps, if applicable
if (getFlags() & RF_OBJECTMAP_TEST) {
if (_vm->_scene->_objectMap)
_vm->_scene->_objectMap->draw(backbuf_surface, mouse_pt, _vm->_gfx->getWhite(), _vm->_gfx->getBlack());
if (_vm->_scene->_actionMap)
_vm->_scene->_actionMap->draw(backbuf_surface, _vm->_gfx->matchColor(RGB_RED));
}
// Draw queued actors
_vm->_actor->drawList();
// Draw queued text strings
_vm->_scene->getInfo(&scene_info);
_vm->textDrawList(scene_info.text_list, backbuf_surface);
// Handle user input
_vm->processInput();
// Display rendering information
if (_flags & RF_SHOW_FPS) {
sprintf(txt_buf, "%d", _fps);
fps_width = _vm->_font->getStringWidth(SMALL_FONT_ID, txt_buf, 0, FONT_NORMAL);
_vm->_font->draw(SMALL_FONT_ID, backbuf_surface, txt_buf, 0, backbuf_surface->w - fps_width, 2,
_vm->_gfx->getWhite(), _vm->_gfx->getBlack(), FONT_OUTLINE);
}
// Display "paused game" message, if applicable
if (_flags & RF_RENDERPAUSE) {
int msg_len = strlen(PAUSEGAME_MSG);
int msg_w = _vm->_font->getStringWidth(BIG_FONT_ID, PAUSEGAME_MSG, msg_len, FONT_OUTLINE);
_vm->_font->draw(BIG_FONT_ID, backbuf_surface, PAUSEGAME_MSG, msg_len,
(backbuf_surface->w - msg_w) / 2, 90, _vm->_gfx->getWhite(), _vm->_gfx->getBlack(), FONT_OUTLINE);
}
// Update user interface
_vm->_interface->update(mouse_pt, UPDATE_MOUSEMOVE);
// Display text formatting test, if applicable
if (_flags & RF_TEXT_TEST) {
_vm->textDraw(MEDIUM_FONT_ID, backbuf_surface, test_txt, mouse_pt.x, mouse_pt.y,
_vm->_gfx->getWhite(), _vm->_gfx->getBlack(), FONT_OUTLINE | FONT_CENTERED);
}
// Display palette test, if applicable
if (_flags & RF_PALETTE_TEST) {
drawPalette(backbuf_surface);
}
_system->copyRectToScreen((byte *)backbuf_surface->pixels, backbuf_surface->w, 0, 0,
backbuf_surface->w, backbuf_surface->h);
_system->updateScreen();
return SUCCESS;
}
unsigned int Render::getFrameCount() {
return _framecount;
}
unsigned int Render::resetFrameCount() {
unsigned int framecount = _framecount;
_framecount = 0;
return framecount;
}
void Render::fpsTimerCallback(void *refCon) {
((Render *)refCon)->fpsTimer();
}
void Render::fpsTimer(void) {
_fps = _framecount;
_framecount = 0;
}
unsigned int Render::getFlags() {
return _flags;
}
void Render::setFlag(unsigned int flag) {
_flags |= flag;
}
void Render::toggleFlag(unsigned int flag) {
_flags ^= flag;
}
int Render::getBufferInfo(BUFFER_INFO *bufinfo) {
assert(bufinfo != NULL);
bufinfo->bg_buf = _bg_buf;
bufinfo->bg_buf_w = _bg_buf_w;
bufinfo->bg_buf_h = _bg_buf_h;
bufinfo->tmp_buf = _tmp_buf;
bufinfo->tmp_buf_w = _tmp_buf_w;
bufinfo->tmp_buf_h = _tmp_buf_h;
return SUCCESS;
}
} // End of namespace Saga