scummvm/engines/zvision/render_manager.h
richiesams c15454d7d4 ZVISION: Keep a Graphics::Surface of the current background instead of re-reading the file each time
This is both more efficient and is part of the process of converting the entire game to RBG 565
2013-09-24 13:59:38 +02:00

194 lines
7.4 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 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.
*
*/
#ifndef ZVISION_RENDER_MANAGER_H
#define ZVISION_RENDER_MANAGER_H
#include "common/types.h"
#include "common/rect.h"
#include "graphics/surface.h"
#include "zvision/render_table.h"
class OSystem;
namespace Common {
class String;
class SeekableReadStream;
}
namespace Video {
class VideoDecoder;
}
namespace ZVision {
class RenderManager {
public:
RenderManager(OSystem *system, const Common::Rect workingWindow, const Graphics::PixelFormat pixelFormat);
~RenderManager();
private:
OSystem *_system;
const Graphics::PixelFormat _pixelFormat;
// A buffer the exact same size as the workingWindow
// It's used for panorama/tilt warping and for clearing the workingWindow to a single color
uint16 *_workingWindowBuffer;
/** Width of the working window. Saved to prevent extraneous calls to _workingWindow.width() */
const int _workingWidth;
/** Height of the working window. Saved to prevent extraneous calls to _workingWindow.height() */
const int _workingHeight;
/** Center of the screen in the x direction */
const int _screenCenterX;
/** Center of the screen in the y direction */
const int _screenCenterY;
/**
* A Rectangle centered inside the actual window. All in-game coordinates
* are given in this coordinate space. Also, all images are clipped to the
* edges of this Rectangle
*/
const Common::Rect _workingWindow;
/** Used to warp the background image */
RenderTable _renderTable;
Graphics::Surface _currentBackground;
/** The (x1,y1) coordinates of the subRectangle of the background that is currently displayed on the screen */
Common::Point _backgroundOffset;
/** The width of the current background image */
uint16 _backgroundWidth;
/** The height of the current background image */
uint16 _backgroundHeight;
/**
* The "velocity" at which the background image is panning. We actually store the inverse of velocity (ms/pixel instead of pixels/ms)
* because it allows you to accumulate whole pixels 'steps' instead of rounding pixels every frame
*/
int _backgroundInverseVelocity;
/** Holds any 'leftover' milliseconds between frames */
uint _accumulatedVelocityMilliseconds;
// TODO: Potentially merge this buffer and _workingWindowBuffer
byte *_scaledVideoFrameBuffer;
public:
void initialize();
/**
* Rotates the background image in accordance to the current _backgroundInverseVelocity
*
* @param deltaTimeInMillis The amount of time that has passed since the last frame
*/
void update(uint deltaTimeInMillis);
/**
* Fills the entire workingWindow with the specified color
*
* @param color The color to fill the working window with. (In RGB 555)
*/
void clearWorkingWindowToColor(uint16 color);
/**
* Blits the image or a portion of the image to the backbuffer. Actual screen updates won't happen until the end of the frame.
* The image will be clipped to fit inside the working window. Coords are in working window space, not screen space!
*
* @param fileName Name of the image file
* @param destinationX X position where the image should be put. Coords are in working window space, not screen space!
* @param destinationY Y position where the image should be put. Coords are in working window space, not screen space!
*/
void renderImageToScreen(const Common::String &fileName, int16 destinationX, int16 destinationY, bool wrap = false);
/**
* Blits the image or a portion of the image to the backbuffer. Actual screen updates won't happen until the end of the frame.
* The image will be clipped to fit inside the working window. Coords are in working window space, not screen space!
*
* @param stream Surface to read the image data from
* @param destinationX X position where the image should be put. Coords are in working window space, not screen space!
* @param destinationY Y position where the image should be put. Coords are in working window space, not screen space!
*/
void renderImageToScreen(Graphics::Surface &surface, int16 destinationX, int16 destinationY, bool wrap = false);
/**
* Sets the current background image to be used by the RenderManager and immediately
* blits it to the screen. (It won't show up until the end of the frame)
*
* @param fileName The name of the image file
*/
void setBackgroundImage(const Common::String &fileName);
/**
* Set the background position (_backgroundOffset). If the current RenderState is PANORAMA, the offset
* will be in the horizontal direction. If the current RenderState is TILT, the offset will be in the
* vertical direction.
*
* This method will not render anything on the screen. So if nothing else is called that renders the
* background, the change won't be seen until next frame.
*
* @param offset The amount to offset the background
*/
void setBackgroundPosition(int offset);
/**
* Set the background scroll velocity. Negative velocities correspond to left / up scrolling and
* positive velocities correspond to right / down scrolling
*
* @param velocity Velocity
*/
void setBackgroundVelocity(int velocity);
/**
* Converts a point in screen coordinate space to image coordinate space
*
* @param point Point in screen coordinate space
* @return Point in image coordinate space
*/
const Common::Point screenSpaceToImageSpace(const Common::Point &point);
RenderTable *getRenderTable();
private:
/**
* Renders a subRectangle of an image to the backbuffer. The destinationRect and SubRect
* will be clipped to image bound and to working window bounds
*
* @param buffer Pointer to (0, 0) of the image data
* @param imageWidth The width of the original image (not of the subRectangle)
* @param imageHeight The width of the original image (not of the subRectangle)
* @param horizontalPitch The horizontal pitch of the original image
* @param destinationX The x coordinate (in working window space) of where to put the final image
* @param destinationY The y coordinate (in working window space) of where to put the final image
* @param subRectangle A rectangle representing the part of the image that should be rendered
* @param wrap Should the image wrap (tile) if it doesn't completely fill the screen?
*/
void renderSubRectToScreen(Graphics::Surface &surface, int16 destinationX, int16 destinationY, bool wrap);
void readImageToSurface(const Common::String &fileName, Graphics::Surface &destination);
void moveBackground(int offset);
};
} // End of namespace ZVision
#endif