mirror of
https://github.com/libretro/scummvm.git
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219 lines
5.5 KiB
C++
219 lines
5.5 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 "common/system.h"
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#include "engines/util.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/sludge.h"
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#include "sludge/sludger.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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_parallaxLayers = nullptr;
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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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// 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->tex = nullptr;
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_zBufferSurface = nullptr;
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// Colors
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_currentBlankColour = _renderSurface.format.ARGBToColor(0xff, 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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// Thumbnail
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_thumbWidth = 0;
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_thumbHeight = 0;
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// Transition
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resetRandW();
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_brightnessLevel = 255;
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_fadeMode = 2;
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_transitionTexture = nullptr;
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}
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void GraphicsManager::kill() {
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killParallax();
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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 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 (_zBufferSurface) {
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delete[] _zBufferSurface;
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_zBufferSurface = nullptr;
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}
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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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if (_transitionTexture) {
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_transitionTexture->free();
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delete _transitionTexture;
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_transitionTexture = nullptr;
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}
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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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_zBufferSurface = new uint8[_winWidth * _winHeight];
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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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if (_brightnessLevel < 255)
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fixBrightness();
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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), _renderSurface.format.ARGBToColor(0, 0, 0, 0));
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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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