mirror of
https://github.com/libretro/scummvm.git
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e774d8ba96
This commit removes the "SpriteLayer" logic previously used in favour of a Z-Buffer implementation
170 lines
4.7 KiB
C++
170 lines
4.7 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "sludge/cursors.h"
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#include "sludge/event.h"
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#include "sludge/graphics.h"
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#include "sludge/freeze.h"
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#include "sludge/newfatal.h"
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#include "sludge/people.h"
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#include "sludge/region.h"
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#include "sludge/sludge.h"
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#include "sludge/sludger.h"
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#include "sludge/speech.h"
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#include "sludge/statusba.h"
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#include "sludge/zbuffer.h"
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namespace Sludge {
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void GraphicsManager::freezeGraphics() {
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int w = _winWidth;
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int h = _winHeight;
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_freezeSurface.create(w, h, *g_sludge->getScreenPixelFormat());
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displayBase();
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_freezeSurface.copyFrom(_renderSurface);
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}
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bool GraphicsManager::freeze() {
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FrozenStuffStruct *newFreezer = new FrozenStuffStruct;
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if (!checkNew(newFreezer))
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return false;
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// Grab a copy of the current scene
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freezeGraphics();
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newFreezer->backdropSurface.copyFrom(_backdropSurface);
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newFreezer->sceneWidth = _sceneWidth;
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newFreezer->sceneHeight = _sceneHeight;
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newFreezer->cameraX = _cameraX;
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newFreezer->cameraY = _cameraY;
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newFreezer->cameraZoom = _cameraZoom;
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newFreezer->lightMapSurface.copyFrom(_lightMap);
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newFreezer->lightMapNumber = _lightMapNumber;
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newFreezer->parallaxLayers = _parallaxLayers;
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_parallaxLayers = NULL;
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newFreezer->zBufferTex = _zBuffer->tex;
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newFreezer->zBufferNumber = _zBuffer->originalNum;
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newFreezer->zPanels = _zBuffer->numPanels;
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_zBuffer->tex = NULL;
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// resizeBackdrop kills parallax stuff, light map, z-buffer...
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if (!killResizeBackdrop(_winWidth, _winHeight))
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return fatal("Can't create new temporary backdrop buffer");
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// Copy the old scene to the new backdrop
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_backdropSurface.copyFrom(_freezeSurface);
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_backdropExists = true;
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_vm->_peopleMan->freeze(newFreezer);
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StatusStuff *newStatusStuff = new StatusStuff;
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if (!checkNew(newStatusStuff))
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return false;
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newFreezer->frozenStatus = _vm->_statusBar->copyStatusBarStuff(newStatusStuff);
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_vm->_regionMan->freeze(newFreezer);
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_vm->_cursorMan->freeze(newFreezer);
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_vm->_speechMan->freeze(newFreezer);
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_vm->_evtMan->freeze(newFreezer);
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newFreezer->next = _frozenStuff;
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_frozenStuff = newFreezer;
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return true;
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}
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int GraphicsManager::howFrozen() {
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int a = 0;
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FrozenStuffStruct *f = _frozenStuff;
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while (f) {
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a++;
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f = f->next;
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}
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return a;
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}
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void GraphicsManager::unfreeze(bool killImage) {
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FrozenStuffStruct *killMe = _frozenStuff;
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if (!_frozenStuff)
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return;
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_sceneWidth = _frozenStuff->sceneWidth;
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_sceneHeight = _frozenStuff->sceneHeight;
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_cameraX = _frozenStuff->cameraX;
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_cameraY = _frozenStuff->cameraY;
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_vm->_evtMan->mouseX() = (int)(_vm->_evtMan->mouseX() * _cameraZoom);
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_vm->_evtMan->mouseY() = (int)(_vm->_evtMan->mouseY() * _cameraZoom);
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_cameraZoom = _frozenStuff->cameraZoom;
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_vm->_evtMan->mouseX() = (int)(_vm->_evtMan->mouseX() / _cameraZoom);
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_vm->_evtMan->mouseY() = (int)(_vm->_evtMan->mouseY() / _cameraZoom);
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g_sludge->_peopleMan->resotre(_frozenStuff);
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g_sludge->_regionMan->resotre(_frozenStuff);
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killLightMap();
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_lightMap.copyFrom(_frozenStuff->lightMapSurface);
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_lightMapNumber = _frozenStuff->lightMapNumber;
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if (_lightMapNumber) {
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loadLightMap(_lightMapNumber);
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}
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if (killImage)
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killBackDrop();
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_backdropSurface.copyFrom(_frozenStuff->backdropSurface);
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_backdropExists = true;
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_zBuffer->tex = _frozenStuff->zBufferTex;
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killZBuffer();
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_zBuffer->originalNum = _frozenStuff->zBufferNumber;
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_zBuffer->numPanels = _frozenStuff->zPanels;
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if (_zBuffer->numPanels) {
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setZBuffer(_zBuffer->originalNum);
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}
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killParallax();
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_parallaxLayers = _frozenStuff->parallaxLayers;
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_vm->_cursorMan->resotre(_frozenStuff);
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_vm->_statusBar->restoreBarStuff(_frozenStuff->frozenStatus);
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_vm->_evtMan->restore(_frozenStuff);
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_vm->_speechMan->restore(_frozenStuff);
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_frozenStuff = _frozenStuff->next;
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// free current frozen screen struct
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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 = NULL;
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}
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} // End of namespace Sludge
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