scummvm/engines/nancy/renderobject.cpp
Kaloyan Chehlarski 4d5c4fcfcc NANCY: Rename graphics and cursor managers
Changed the names of the pointers to GraphicsManager
and CursorManager to be shorter, since they were
inconsistent with the rest of the managers, and typing
them out is a chore.
2024-02-11 00:41:29 +01:00

195 lines
5.8 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/nancy/nancy.h"
#include "engines/nancy/graphics.h"
#include "engines/nancy/renderobject.h"
#include "engines/nancy/state/scene.h"
namespace Nancy {
RenderObject::RenderObject(uint16 zOrder) :
_needsRedraw(true),
_isVisible(true),
_z(zOrder),
_hasMoved(false) {}
RenderObject::RenderObject(uint16 zOrder, Graphics::ManagedSurface &surface, const Common::Rect &srcBounds, const Common::Rect &destBounds) :
RenderObject(zOrder) {
_drawSurface.create(surface, srcBounds);
_screenPosition = destBounds;
}
void RenderObject::init() {
_previousScreenPosition = _screenPosition;
}
void RenderObject::registerGraphics() {
g_nancy->_graphics->addObject(this);
}
RenderObject::~RenderObject() {
g_nancy->_graphics->removeObject(this);
if (_drawSurface.getPixels()) {
_drawSurface.free();
}
}
void RenderObject::moveTo(const Common::Point &position) {
// Make sure we don't overwrite the _actual_ last position
if (!_hasMoved) {
_previousScreenPosition = _screenPosition;
}
_screenPosition.moveTo(position);
_needsRedraw = true;
_hasMoved = true;
}
void RenderObject::moveTo(const Common::Rect &bounds) {
// Make sure we don't overwrite the _actual_ last position
if (!_hasMoved) {
_previousScreenPosition = _screenPosition;
}
_screenPosition = bounds;
_needsRedraw = true;
_hasMoved = true;
}
void RenderObject::setVisible(bool visible) {
_isVisible = visible;
_needsRedraw = true;
}
void RenderObject::setTransparent(bool isTransparent) {
if (isTransparent) {
_drawSurface.setTransparentColor(g_nancy->_graphics->getTransColor());
} else {
_drawSurface.clearTransparentColor();
}
}
void RenderObject::grabPalette(byte *colors, uint paletteStart, uint paletteSize) {
if (colors) {
_drawSurface.grabPalette(colors, paletteStart, paletteSize);
}
}
void RenderObject::setPalette(const Common::Path &paletteName, uint paletteStart, uint paletteSize) {
GraphicsManager::loadSurfacePalette(_drawSurface, paletteName, paletteStart, paletteSize);
_needsRedraw = true;
}
void RenderObject::setPalette(const byte *colors, uint paletteStart, uint paletteSize) {
if (colors) {
_drawSurface.setPalette(colors, paletteStart, paletteSize);
_needsRedraw = true;
}
}
Common::Rect RenderObject::getScreenPosition() const {
if (isViewportRelative()) {
return NancySceneState.getViewport().convertViewportToScreen(_screenPosition);
} else {
return _screenPosition;
}
}
Common::Rect RenderObject::getPreviousScreenPosition() const {
if (isViewportRelative()) {
return NancySceneState.getViewport().convertViewportToScreen(_previousScreenPosition);
} else {
return _previousScreenPosition;
}
}
// Convert a rectangle from screen space to local (to _drawSurface) space.
// Does NOT take _drawSurface's offset into account
Common::Rect RenderObject::convertToLocal(const Common::Rect &screen) const {
Common::Rect ret = screen;
Common::Point offset;
if (isViewportRelative()) {
Common::Rect viewportScreenPos = NancySceneState.getViewport().getScreenPosition();
offset.x -= viewportScreenPos.left;
offset.y -= viewportScreenPos.top;
uint viewportScroll = NancySceneState.getViewport().getCurVerticalScroll();
offset.y += viewportScroll;
}
offset.x -= _screenPosition.left;
offset.y -= _screenPosition.top;
ret.translate(offset.x, offset.y);
if (_drawSurface.w != _screenPosition.width() || _drawSurface.h != _screenPosition.height()) {
Common::Rect srcBounds = _drawSurface.getBounds();
float scaleX = (float)srcBounds.width() / _screenPosition.width();
float scaleY = (float)srcBounds.height() / _screenPosition.height();
ret.left = (ret.left - srcBounds.left) * scaleX;
ret.right = (ret.right - srcBounds.left) * scaleX;
ret.top = (ret.top - srcBounds.top) * scaleY;
ret.bottom = (ret.bottom - srcBounds.top) * scaleY;
}
return ret;
}
// Convert rectangle from local (to _drawSurface) space to screen space.
// Does NOT take _drawSurface's offset into account
Common::Rect RenderObject::convertToScreen(const Common::Rect &rect) const {
Common::Rect ret = rect;
Common::Point offset;
if (_drawSurface.w != _screenPosition.width() || _drawSurface.h != _screenPosition.height()) {
Common::Rect srcBounds = _drawSurface.getBounds();
float scaleX = (float)srcBounds.width() / _screenPosition.width();
float scaleY = (float)srcBounds.height() / _screenPosition.height();
ret.left = (ret.left - srcBounds.left) * scaleX;
ret.right = (ret.right - srcBounds.left) * scaleX;
ret.top = (ret.top - srcBounds.top) * scaleY;
ret.bottom = (ret.bottom - srcBounds.top) * scaleY;
}
if (isViewportRelative()) {
Common::Rect viewportScreenPos = NancySceneState.getViewport().getScreenPosition();
offset.x += viewportScreenPos.left;
offset.y += viewportScreenPos.top;
uint viewportScroll = NancySceneState.getViewport().getCurVerticalScroll();
offset.y -= viewportScroll;
}
offset.x += _screenPosition.left;
offset.y += _screenPosition.top;
ret.translate(offset.x, offset.y);
return ret;
}
} // End of namespace Nancy