mirror of
https://github.com/libretro/scummvm.git
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432fd522d2
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
234 lines
5.9 KiB
C++
234 lines
5.9 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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*/
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#include "engines/util.h"
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#include "sludge/backdrop.h"
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#include "sludge/event.h"
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#include "sludge/freeze.h"
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#include "sludge/graphics.h"
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#include "sludge/newfatal.h"
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#include "sludge/sludge.h"
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#include "sludge/sludger.h"
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#include "sludge/sprites.h"
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#include "sludge/sprbanks.h"
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#include "sludge/zbuffer.h"
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namespace Sludge {
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GraphicsManager::GraphicsManager(SludgeEngine *vm) {
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_vm = vm;
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init();
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}
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GraphicsManager::~GraphicsManager() {
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kill();
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}
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void GraphicsManager::init() {
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// Init screen surface
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_winWidth = _sceneWidth = 640;
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_winHeight = _sceneHeight = 480;
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// LightMap
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_lightMapMode = LIGHTMAPMODE_PIXEL;
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_lightMapNumber = 0;
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// Parallax
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_parallaxStuff = new Parallax;
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// Camera
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_cameraZoom = 1.0;
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_cameraX = _cameraY = 0;
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// Freeze
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_frozenStuff = nullptr;
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// Back drop
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_backdropExists = false;
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// Sprites
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_spriteLayers = new SpriteLayers;
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_spriteLayers->numLayers = 0;
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// Sprite Bank
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_allLoadedBanks.clear();
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// ZBuffer
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_zBuffer = new ZBufferData;
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_zBuffer->originalNum = -1;
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_zBuffer->sprites = nullptr;
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// Colors
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_currentBlankColour = _renderSurface.format.ARGBToColor(255, 0, 0, 0);
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_currentBurnR = 0;
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_currentBurnG = 0;
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_currentBurnB = 0;
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}
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void GraphicsManager::kill() {
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// kill parallax
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if (_parallaxStuff) {
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_parallaxStuff->kill();
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delete _parallaxStuff;
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_parallaxStuff = nullptr;
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}
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// kill frozen stuff
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FrozenStuffStruct *killMe = _frozenStuff;
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while (killMe) {
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_frozenStuff = _frozenStuff->next;
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if (killMe->backdropSurface.getPixels())
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killMe->backdropSurface.free();
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if (killMe->lightMapSurface.getPixels())
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killMe->lightMapSurface.free();
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delete killMe;
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killMe = nullptr;
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killMe = _frozenStuff;
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}
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// kill sprite layers
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if (_spriteLayers) {
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killSpriteLayers();
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delete _spriteLayers;
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_spriteLayers = nullptr;
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}
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// kill sprite banks
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LoadedSpriteBanks::iterator it;
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for (it = _allLoadedBanks.begin(); it != _allLoadedBanks.end(); ++it) {
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delete (*it);
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(*it) = nullptr;
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}
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_allLoadedBanks.clear();
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// kill zbuffer
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if (_zBuffer) {
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killZBuffer();
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delete _zBuffer;
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_zBuffer = nullptr;
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}
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// kill surfaces
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if (_renderSurface.getPixels())
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_renderSurface.free();
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if (_snapshotSurface.getPixels())
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_snapshotSurface.free();
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if (_backdropSurface.getPixels())
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_backdropSurface.free();
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if (_origBackdropSurface.getPixels())
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_origBackdropSurface.free();
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}
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bool GraphicsManager::initGfx() {
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initGraphics(_winWidth, _winHeight, _vm->getScreenPixelFormat());
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_renderSurface.create(_winWidth, _winHeight, *_vm->getScreenPixelFormat());
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if (!killResizeBackdrop(_winWidth, _winHeight))
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return fatal("Couldn't allocate memory for backdrop");
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blankAllScreen();
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return true;
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}
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void GraphicsManager::display() {
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g_system->copyRectToScreen((byte *)_renderSurface.getPixels(), _renderSurface.pitch, 0, 0, _renderSurface.w, _renderSurface.h);
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g_system->updateScreen();
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}
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void GraphicsManager::clear() {
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_renderSurface.fillRect(Common::Rect(0, 0, _backdropSurface.w, _backdropSurface.h),
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_renderSurface.format.RGBToColor(0, 0, 0));
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}
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bool GraphicsManager::loadParallax(uint16 v, uint16 fracX, uint16 fracY) {
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if (!_parallaxStuff)
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_parallaxStuff = new Parallax;
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return _parallaxStuff->add(v, fracX, fracY);
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}
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void GraphicsManager::killParallax() {
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if (!_parallaxStuff)
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return;
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_parallaxStuff->kill();
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}
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void GraphicsManager::saveParallax(Common::WriteStream *fp) {
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if (_parallaxStuff)
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_parallaxStuff->save(fp);
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}
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void GraphicsManager::drawParallax() {
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if (_parallaxStuff)
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_parallaxStuff->draw();
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}
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void GraphicsManager::aimCamera(int cameraX, int cameraY) {
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_cameraX = cameraX;
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_cameraY = cameraY;
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_cameraX -= (float)(_winWidth >> 1) / _cameraZoom;
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_cameraY -= (float)(_winHeight >> 1) / _cameraZoom;
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if (_cameraX < 0)
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_cameraX = 0;
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else if (_cameraX > _sceneWidth - (float)_winWidth / _cameraZoom)
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_cameraX = _sceneWidth - (float)_winWidth / _cameraZoom;
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if (_cameraY < 0)
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_cameraY = 0;
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else if (_cameraY > _sceneHeight - (float)_winHeight / _cameraZoom)
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_cameraY = _sceneHeight - (float)_winHeight / _cameraZoom;
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}
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void GraphicsManager::zoomCamera(int z) {
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_vm->_evtMan->mouseX() = _vm->_evtMan->mouseX() * _cameraZoom;
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_vm->_evtMan->mouseY() = _vm->_evtMan->mouseY() * _cameraZoom;
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_cameraZoom = (float)z * 0.01;
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if ((float)_winWidth / _cameraZoom > _sceneWidth)
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_cameraZoom = (float)_winWidth / _sceneWidth;
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if ((float)_winHeight / _cameraZoom > _sceneHeight)
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_cameraZoom = (float)_winHeight / _sceneHeight;
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_vm->_evtMan->mouseX() = _vm->_evtMan->mouseX() / _cameraZoom;
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_vm->_evtMan->mouseY() = _vm->_evtMan->mouseY() / _cameraZoom;
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}
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void GraphicsManager::saveColors(Common::WriteStream *stream) {
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stream->writeUint16BE(_currentBlankColour);
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stream->writeByte(_currentBurnR);
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stream->writeByte(_currentBurnG);
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stream->writeByte(_currentBurnB);
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}
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void GraphicsManager::loadColors(Common::SeekableReadStream *stream) {
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_currentBlankColour = stream->readUint16BE();
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_currentBurnR = stream->readByte();
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_currentBurnG = stream->readByte();
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_currentBurnB = stream->readByte();
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}
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} // End of namespace Sludge
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