scummvm/engines/sword25/gfx/dynamicbitmap.cpp
2010-10-12 22:27:03 +00:00

211 lines
6.4 KiB
C++
Raw Blame History

/* 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/dynamicbitmap.h"
#include "sword25/gfx/bitmapresource.h"
#include "sword25/package/packagemanager.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include <vector>
namespace Sword25 {
// -----------------------------------------------------------------------------
// Logging
// -----------------------------------------------------------------------------
#define BS_LOG_PREFIX "DYNAMICBITMAP"
// -----------------------------------------------------------------------------
// Konstruktion / Destruktion
// -----------------------------------------------------------------------------
BS_DynamicBitmap::BS_DynamicBitmap(BS_RenderObjectPtr<BS_RenderObject> ParentPtr, unsigned int Width, unsigned int Height) :
BS_Bitmap(ParentPtr, TYPE_DYNAMICBITMAP)
{
// Das BS_Bitmap konnte nicht erzeugt werden, daher muss an dieser Stelle abgebrochen werden.
if (!m_InitSuccess) return;
m_InitSuccess = CreateGLImage(Width, Height);
}
// -----------------------------------------------------------------------------
BS_DynamicBitmap::BS_DynamicBitmap(BS_InputPersistenceBlock & Reader, BS_RenderObjectPtr<BS_RenderObject> ParentPtr, unsigned int Handle) :
BS_Bitmap(ParentPtr, TYPE_DYNAMICBITMAP, Handle)
{
m_InitSuccess = Unpersist(Reader);
}
// -----------------------------------------------------------------------------
bool BS_DynamicBitmap::CreateGLImage(unsigned int Width, unsigned int Height)
{
// GLImage mit den gew<65>nschten Ma<4D>en erstellen
bool Result;
m_Image.reset(new BS_GLImage(Width, Height, Result));
m_OriginalWidth = m_Width = Width;
m_OriginalHeight = m_Height = Height;
return Result;
}
// -----------------------------------------------------------------------------
BS_DynamicBitmap::~BS_DynamicBitmap()
{
}
// -----------------------------------------------------------------------------
unsigned int BS_DynamicBitmap::GetPixel(int X, int Y) const
{
BS_ASSERT(X >= 0 && X < m_Width);
BS_ASSERT(Y >= 0 && Y < m_Height);
return m_Image->GetPixel(X, Y);
}
// -----------------------------------------------------------------------------
bool BS_DynamicBitmap::DoRender()
{
// Framebufferobjekt holen
BS_GraphicEngine * pGfx = static_cast<BS_GraphicEngine *>(BS_Kernel::GetInstance()->GetService("gfx"));
BS_ASSERT(pGfx);
// Bitmap zeichnen
bool Result;
if (m_ScaleFactorX == 1.0f && m_ScaleFactorY == 1.0f)
{
Result = m_Image->Blit(m_AbsoluteX, m_AbsoluteY,
(m_FlipV ? BS_BitmapResource::FLIP_V : 0) |
(m_FlipH ? BS_BitmapResource::FLIP_H : 0),
0, m_ModulationColor, -1, -1);
}
else
{
Result = m_Image->Blit(m_AbsoluteX, m_AbsoluteY,
(m_FlipV ? BS_BitmapResource::FLIP_V : 0) |
(m_FlipH ? BS_BitmapResource::FLIP_H : 0),
0, m_ModulationColor, m_Width, m_Height);
}
return Result;
}
// -----------------------------------------------------------------------------
bool BS_DynamicBitmap::SetContent(const std::vector<unsigned char> & Pixeldata, unsigned int Offset, unsigned int Stride)
{
return m_Image->SetContent(Pixeldata, Offset, Stride);
}
// -----------------------------------------------------------------------------
// Auskunftsmethoden
// -----------------------------------------------------------------------------
bool BS_DynamicBitmap::IsScalingAllowed() const
{
return m_Image->IsScalingAllowed();
}
// -----------------------------------------------------------------------------
bool BS_DynamicBitmap::IsAlphaAllowed() const
{
return m_Image->IsAlphaAllowed();
}
// -----------------------------------------------------------------------------
bool BS_DynamicBitmap::IsColorModulationAllowed() const
{
return m_Image->IsColorModulationAllowed();
}
// -----------------------------------------------------------------------------
bool BS_DynamicBitmap::IsSetContentAllowed() const
{
return true;
}
// -----------------------------------------------------------------------------
// Persistenz
// -----------------------------------------------------------------------------
bool BS_DynamicBitmap::Persist(BS_OutputPersistenceBlock & Writer)
{
bool Result = true;
Result &= BS_Bitmap::Persist(Writer);
// Bilddaten werden nicht gespeichert. Dies ist auch nicht weiter von bedeutung, da BS_DynamicBitmap nur vom Videoplayer benutzt wird.
// W<>hrend ein Video abl<62>uft kann niemals gespeichert werden. BS_DynamicBitmap kann nur der Vollst<73>ndigkeit halber persistiert werden.
BS_LOG_WARNINGLN("Persisting a BS_DynamicBitmap. Bitmap content is not persisted.");
Result &= BS_RenderObject::PersistChildren(Writer);
return Result;
}
bool BS_DynamicBitmap::Unpersist(BS_InputPersistenceBlock & Reader)
{
bool Result = true;
Result &= BS_Bitmap::Unpersist(Reader);
// Ein BS_GLImage mit den gespeicherten Ma<4D>en erstellen.
Result &= CreateGLImage(m_Width, m_Height);
// Bilddaten werden nicht gespeichert (s.o.).
BS_LOG_WARNINGLN("Unpersisting a BS_DynamicBitmap. Bitmap contents are missing.");
// Bild mit durchsichtigen Bilddaten initialisieren.
std::vector<unsigned char> TransparentImageData(m_Width * m_Height * 4);
m_Image->SetContent(TransparentImageData);
Result &= BS_RenderObject::UnpersistChildren(Reader);
return Reader.IsGood() && Result;
}
} // End of namespace Sword25