mirror of
https://github.com/libretro/scummvm.git
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f242266f6d
svn-id: r44634
500 lines
16 KiB
C++
500 lines
16 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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* $URL$
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* $Id$
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*
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*/
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#ifndef VECTOR_RENDERER_H
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#define VECTOR_RENDERER_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "graphics/surface.h"
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#include "graphics/pixelformat.h"
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#include "gui/ThemeEngine.h"
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namespace Graphics {
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class VectorRenderer;
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typedef void (VectorRenderer::*DrawingFunctionCallback)(const Common::Rect &, const Graphics::DrawStep &);
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struct DrawStep {
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struct Color {
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uint8 r, g, b;
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bool set;
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};
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Color fgColor; /**< Foreground color */
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Color bgColor; /**< background color */
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Color gradColor1; /**< gradient start*/
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Color gradColor2; /**< gradient end */
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Color bevelColor;
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bool autoWidth, autoHeight;
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int16 x, y, w, h; /**< width, height and position, if not measured automatically.
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negative values mean counting from the opposite direction */
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enum VectorAlignment {
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kVectorAlignManual,
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kVectorAlignLeft,
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kVectorAlignRight,
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kVectorAlignBottom,
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kVectorAlignTop,
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kVectorAlignCenter
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};
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VectorAlignment xAlign;
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VectorAlignment yAlign;
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uint8 shadow, stroke, factor, radius, bevel; /**< Misc options... */
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uint8 fillMode; /**< active fill mode */
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uint32 extraData; /**< Generic parameter for extra options (orientation/bevel) */
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uint32 scale; /**< scale of all the coordinates in FIXED POINT with 16 bits mantissa */
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DrawingFunctionCallback drawingCall; /**< Pointer to drawing function */
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Graphics::Surface *blitSrc;
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};
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VectorRenderer *createRenderer(int mode);
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/**
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* VectorRenderer: The core Vector Renderer Class
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*
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* This virtual class exposes the API with all the vectorial
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* rendering functions that may be used to draw on a given Surface.
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*
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* This class must be instantiated as one of its children, which implement
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* the actual rendering functionality for each Byte Depth / Byte Format
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* combination, and may also contain platform specific code.
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*
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* When specifying define DISABLE_FANCY_THEMES eye candy related code
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* gets stripped off. This is especially useful for small devices like NDS.
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*
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* TODO: Expand documentation.
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*
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* @see VectorRendererSpec
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* @see VectorRendererAA
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*/
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class VectorRenderer {
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public:
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VectorRenderer() : _activeSurface(NULL), _fillMode(kFillDisabled), _shadowOffset(0),
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_disableShadows(false), _strokeWidth(1), _gradientFactor(1) {
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}
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virtual ~VectorRenderer() {}
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/** Specifies the way in which a shape is filled */
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enum FillMode {
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kFillDisabled = 0,
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kFillForeground = 1,
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kFillBackground = 2,
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kFillGradient = 3
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};
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enum TriangleOrientation {
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kTriangleAuto = 0,
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kTriangleUp,
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kTriangleDown,
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kTriangleLeft,
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kTriangleRight
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};
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/**
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* Draws a line by considering the special cases for optimization.
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*
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* @param x1 Horizontal (X) coordinate for the line start
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* @param x2 Horizontal (X) coordinate for the line end
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* @param y1 Vertical (Y) coordinate for the line start
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* @param y2 Vertical (Y) coordinate for the line end
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*/
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virtual void drawLine(int x1, int y1, int x2, int y2) = 0;
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/**
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* Draws a circle centered at (x,y) with radius r.
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*
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* @param x Horizontal (X) coordinate for the center of the circle
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* @param y Vertical (Y) coordinate for the center of the circle
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* @param r Radius of the circle.
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*/
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virtual void drawCircle(int x, int y, int r) = 0;
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/**
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* Draws a square starting at (x,y) with the given width and height.
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*
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* @param x Horizontal (X) coordinate for the center of the square
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* @param y Vertical (Y) coordinate for the center of the square
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* @param w Width of the square.
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* @param h Height of the square
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*/
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virtual void drawSquare(int x, int y, int w, int h) = 0;
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/**
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* Draws a rounded square starting at (x,y) with the given width and height.
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* The corners of the square are rounded with the given radius.
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*
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* @param x Horizontal (X) coordinate for the center of the square
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* @param y Vertical (Y) coordinate for the center of the square
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* @param w Width of the square.
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* @param h Height of the square
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* @param r Radius of the corners.
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*/
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virtual void drawRoundedSquare(int x, int y, int r, int w, int h) = 0;
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/**
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* Draws a triangle starting at (x,y) with the given base and height.
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* The triangle will always be isosceles, with the given base and height.
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* The orientation parameter controls the position of the base of the triangle.
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*
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* @param x Horizontal (X) coordinate for the top left corner of the triangle
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* @param y Vertical (Y) coordinate for the top left corner of the triangle
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* @param base Width of the base of the triangle
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* @param h Height of the triangle
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* @param orient Orientation of the triangle.
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*/
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virtual void drawTriangle(int x, int y, int base, int height, TriangleOrientation orient) = 0;
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/**
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* Draws a beveled square like the ones in the Classic GUI themes.
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* Beveled squares are always drawn with a transparent background. Draw them on top
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* of a standard square to fill it.
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*
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* @param x Horizontal (X) coordinate for the center of the square
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* @param y Vertical (Y) coordinate for the center of the square
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* @param w Width of the square.
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* @param h Height of the square
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* @param bevel Amount of bevel. Must be positive.
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*/
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virtual void drawBeveledSquare(int x, int y, int w, int h, int bevel) = 0;
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/**
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* Draws a tab-like shape, specially thought for the Tab widget.
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* If a radius is given, the tab will have rounded corners. Otherwise,
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* the tab will be squared.
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*
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* @param x Horizontal (X) coordinate for the tab
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* @param y Vertical (Y) coordinate for the tab
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* @param w Width of the tab
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* @param h Height of the tab
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* @param r Radius of the corners of the tab (0 for squared tabs).
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*/
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virtual void drawTab(int x, int y, int r, int w, int h) = 0;
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/**
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* Simple helper function to draw a cross.
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*/
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virtual void drawCross(int x, int y, int w, int h) {
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drawLine(x, y, x + w, y + w);
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drawLine(x + w, y, x, y + h);
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}
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/**
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* Set the active foreground painting color for the renderer.
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* All the foreground drawing from then on will be done with that color, unless
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* specified otherwise.
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*
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* Foreground drawing means all outlines and basic shapes.
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*
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* @param r value of the red color byte
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* @param g value of the green color byte
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* @param b value of the blue color byte
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*/
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virtual void setFgColor(uint8 r, uint8 g, uint8 b) = 0;
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/**
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* Set the active background painting color for the renderer.
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* All the background drawing from then on will be done with that color, unless
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* specified otherwise.
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*
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* Background drawing means all the shape filling.
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*
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* @param r value of the red color byte
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* @param g value of the green color byte
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* @param b value of the blue color byte
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*/
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virtual void setBgColor(uint8 r, uint8 g, uint8 b) = 0;
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virtual void setBevelColor(uint8 r, uint8 g, uint8 b) = 0;
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/**
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* Set the active gradient color. All shapes drawn using kFillGradient
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* as their fill mode will use this VERTICAL gradient as their fill color.
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*
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* @param r1 value of the red color byte for the start color
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* @param g1 value of the green color byte for the start color
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* @param b1 value of the blue color byte for the start color
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* @param r2 value of the red color byte for the end color
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* @param g2 value of the green color byte for the end color
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* @param b2 value of the blue color byte for the end color
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*/
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virtual void setGradientColors(uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2) = 0;
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/**
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* Sets the active drawing surface. All drawing from this
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* point on will be done on that surface.
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*
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* @param surface Pointer to a Surface object.
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*/
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virtual void setSurface(Surface *surface) {
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_activeSurface = surface;
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}
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/**
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* Fills the active surface with the specified fg/bg color or the active gradient.
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* Defaults to using the active Foreground color for filling.
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*
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* @param mode Fill mode (bg, fg or gradient) used to fill the surface
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*/
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virtual void fillSurface() = 0;
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/**
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* Clears the active surface.
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*/
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virtual void clearSurface() {
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byte *src = (byte *)_activeSurface->pixels;
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memset(src, 0, _activeSurface->pitch * _activeSurface->h);
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}
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/**
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* Sets the active fill mode for all shapes.
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*
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* @see VectorRenderer::FillMode
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* @param mode Specified fill mode.
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*/
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virtual void setFillMode(FillMode mode) {
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_fillMode = mode;
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}
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/**
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* Sets the stroke width. All shapes drawn with a stroke will
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* have that width. Pass 0 to disable shape stroking.
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*
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* @param width Width of the stroke in pixels.
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*/
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virtual void setStrokeWidth(int width) {
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_strokeWidth = width;
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}
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/**
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* Enables adding shadows to all drawn primitives.
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* Shadows are drawn automatically under the shapes. The given offset
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* controls their intensity and size (the higher the offset, the
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* bigger the shadows). If the offset is 0, no shadows are drawn.
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*
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* @param offset Shadow offset.
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*/
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virtual void setShadowOffset(int offset) {
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if (offset >= 0)
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_shadowOffset = offset;
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}
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virtual void setBevel(int amount) {
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if (amount >= 0)
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_bevel = amount;
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}
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/**
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* Sets the multiplication factor of the active gradient.
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*
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* @see _gradientFactor
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* @param factor Multiplication factor.
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*/
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virtual void setGradientFactor(int factor) {
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if (factor > 0)
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_gradientFactor = factor;
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}
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/**
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* Translates the position data inside a DrawStep into actual
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* screen drawing positions.
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*/
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void stepGetPositions(const DrawStep &step, const Common::Rect &area, uint16 &in_x, uint16 &in_y, uint16 &in_w, uint16 &in_h);
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/**
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* Translates the radius data inside a drawstep into the real radius
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* for the shape. Used for automatic radius calculations.
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*/
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int stepGetRadius(const DrawStep &step, const Common::Rect &area);
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/**
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* DrawStep callback functions for each drawing feature
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*/
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void drawCallback_CIRCLE(const Common::Rect &area, const DrawStep &step) {
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uint16 x, y, w, h, radius;
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radius = stepGetRadius(step, area);
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stepGetPositions(step, area, x, y, w, h);
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drawCircle(x + radius, y + radius, radius);
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}
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void drawCallback_SQUARE(const Common::Rect &area, const DrawStep &step) {
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uint16 x, y, w, h;
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stepGetPositions(step, area, x, y, w, h);
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drawSquare(x, y, w, h);
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}
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void drawCallback_LINE(const Common::Rect &area, const DrawStep &step) {
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uint16 x, y, w, h;
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stepGetPositions(step, area, x, y, w, h);
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drawLine(x, y, x + w, y + w);
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}
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void drawCallback_ROUNDSQ(const Common::Rect &area, const DrawStep &step) {
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uint16 x, y, w, h;
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stepGetPositions(step, area, x, y, w, h);
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drawRoundedSquare(x, y, stepGetRadius(step, area), w, h);
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}
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void drawCallback_FILLSURFACE(const Common::Rect &area, const DrawStep &step) {
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fillSurface();
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}
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void drawCallback_TRIANGLE(const Common::Rect &area, const DrawStep &step) {
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uint16 x, y, w, h;
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stepGetPositions(step, area, x, y, w, h);
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drawTriangle(x, y, w, h, (TriangleOrientation)step.extraData);
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}
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void drawCallback_BEVELSQ(const Common::Rect &area, const DrawStep &step) {
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uint16 x, y, w, h;
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stepGetPositions(step, area, x, y, w, h);
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drawBeveledSquare(x, y, w, h, _bevel);
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}
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void drawCallback_TAB(const Common::Rect &area, const DrawStep &step) {
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uint16 x, y, w, h;
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stepGetPositions(step, area, x, y, w, h);
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drawTab(x, y, stepGetRadius(step, area), w, h);
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}
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void drawCallback_BITMAP(const Common::Rect &area, const DrawStep &step) {
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uint16 x, y, w, h;
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stepGetPositions(step, area, x, y, w, h);
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blitAlphaBitmap(step.blitSrc, Common::Rect(x, y, x + w, y + h));
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}
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void drawCallback_CROSS(const Common::Rect &area, const DrawStep &step) {
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uint16 x, y, w, h;
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stepGetPositions(step, area, x, y, w, h);
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drawCross(x, y, w, h);
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}
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void drawCallback_VOID(const Common::Rect &area, const DrawStep &step) {}
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/**
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* Draws the specified draw step on the screen.
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*
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* @see DrawStep
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* @param area Zone to paint on
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* @param step Pointer to a DrawStep struct.
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*/
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virtual void drawStep(const Common::Rect &area, const DrawStep &step, uint32 extra = 0);
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/**
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* Copies the part of the current frame to the system overlay.
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*
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* @param sys Pointer to the global System class
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* @param r Zone of the surface to copy into the overlay.
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*/
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virtual void copyFrame(OSystem *sys, const Common::Rect &r) = 0;
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/**
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* Copies the current surface to the system overlay
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*
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* @param sys Pointer to the global System class
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*/
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virtual void copyWholeFrame(OSystem *sys) = 0;
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/**
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* Blits a given graphics surface on top of the current drawing surface.
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*
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* Note that the source surface and the active
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* surface are expected to be of the same size, hence the area delimited
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* by "r" in the source surface will be blitted into the area delimited by
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* "r" on the current surface.
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*
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* If you wish to blit a smaller surface into the active drawing area, use
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* VectorRenderer::blitSubSurface().
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*
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* @param source Surface to blit into the drawing surface.
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* @param r Position in the active drawing surface to do the blitting.
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*/
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virtual void blitSurface(const Graphics::Surface *source, const Common::Rect &r) = 0;
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/**
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* Blits a given graphics surface into a small area of the current drawing surface.
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*
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* Note that the given surface is expected to be smaller than the
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* active drawing surface, hence the WHOLE source surface will be
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* blitted into the active surface, at the position specified by "r".
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*/
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virtual void blitSubSurface(const Graphics::Surface *source, const Common::Rect &r) = 0;
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virtual void blitAlphaBitmap(const Graphics::Surface *source, const Common::Rect &r) = 0;
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/**
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* Draws a string into the screen. Wrapper for the Graphics::Font string drawing
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* method.
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*/
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virtual void drawString(const Graphics::Font *font, const Common::String &text,
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const Common::Rect &area, Graphics::TextAlign alignH,
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GUI::ThemeEngine::TextAlignVertical alignV, int deltax, bool useEllipsis) = 0;
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/**
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* Allows to temporarily enable/disable all shadows drawing.
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* i.e. for performance issues, blitting, etc
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*/
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virtual void disableShadows() { _disableShadows = true; }
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virtual void enableShadows() { _disableShadows = false; }
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/**
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* Applies a whole-screen shading effect, used before opening a new dialog.
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* Currently supports screen dimmings and luminance (b&w).
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*/
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virtual void applyScreenShading(GUI::ThemeEngine::ShadingStyle) = 0;
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protected:
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Surface *_activeSurface; /**< Pointer to the surface currently being drawn */
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FillMode _fillMode; /**< Defines in which way (if any) are filled the drawn shapes */
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int _shadowOffset; /**< offset for drawn shadows */
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int _bevel; /**< amount of fake bevel */
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bool _disableShadows; /**< Disables temporarily shadow drawing for overlayed images. */
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int _strokeWidth; /**< Width of the stroke of all drawn shapes */
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uint32 _dynamicData; /**< Dynamic data from the GUI Theme that modifies the drawing of the current shape */
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int _gradientFactor; /**< Multiplication factor of the active gradient */
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int _gradientBytes[3]; /**< Color bytes of the active gradient, used to speed up calculation */
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};
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} // End of namespace Graphics
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#endif
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