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https://github.com/libretro/scummvm.git
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c15454d7d4
This is both more efficient and is part of the process of converting the entire game to RBG 565
194 lines
7.4 KiB
C++
194 lines
7.4 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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* 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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* 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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#ifndef ZVISION_RENDER_MANAGER_H
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#define ZVISION_RENDER_MANAGER_H
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#include "common/types.h"
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#include "common/rect.h"
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#include "graphics/surface.h"
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#include "zvision/render_table.h"
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class OSystem;
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namespace Common {
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class String;
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class SeekableReadStream;
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}
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namespace Video {
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class VideoDecoder;
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}
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namespace ZVision {
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class RenderManager {
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public:
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RenderManager(OSystem *system, const Common::Rect workingWindow, const Graphics::PixelFormat pixelFormat);
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~RenderManager();
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private:
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OSystem *_system;
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const Graphics::PixelFormat _pixelFormat;
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// A buffer the exact same size as the workingWindow
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// It's used for panorama/tilt warping and for clearing the workingWindow to a single color
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uint16 *_workingWindowBuffer;
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/** Width of the working window. Saved to prevent extraneous calls to _workingWindow.width() */
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const int _workingWidth;
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/** Height of the working window. Saved to prevent extraneous calls to _workingWindow.height() */
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const int _workingHeight;
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/** Center of the screen in the x direction */
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const int _screenCenterX;
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/** Center of the screen in the y direction */
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const int _screenCenterY;
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/**
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* A Rectangle centered inside the actual window. All in-game coordinates
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* are given in this coordinate space. Also, all images are clipped to the
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* edges of this Rectangle
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*/
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const Common::Rect _workingWindow;
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/** Used to warp the background image */
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RenderTable _renderTable;
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Graphics::Surface _currentBackground;
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/** The (x1,y1) coordinates of the subRectangle of the background that is currently displayed on the screen */
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Common::Point _backgroundOffset;
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/** The width of the current background image */
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uint16 _backgroundWidth;
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/** The height of the current background image */
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uint16 _backgroundHeight;
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/**
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* The "velocity" at which the background image is panning. We actually store the inverse of velocity (ms/pixel instead of pixels/ms)
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* because it allows you to accumulate whole pixels 'steps' instead of rounding pixels every frame
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*/
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int _backgroundInverseVelocity;
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/** Holds any 'leftover' milliseconds between frames */
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uint _accumulatedVelocityMilliseconds;
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// TODO: Potentially merge this buffer and _workingWindowBuffer
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byte *_scaledVideoFrameBuffer;
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public:
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void initialize();
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/**
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* Rotates the background image in accordance to the current _backgroundInverseVelocity
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*
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* @param deltaTimeInMillis The amount of time that has passed since the last frame
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*/
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void update(uint deltaTimeInMillis);
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/**
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* Fills the entire workingWindow with the specified color
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*
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* @param color The color to fill the working window with. (In RGB 555)
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*/
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void clearWorkingWindowToColor(uint16 color);
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/**
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* Blits the image or a portion of the image to the backbuffer. Actual screen updates won't happen until the end of the frame.
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* The image will be clipped to fit inside the working window. Coords are in working window space, not screen space!
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*
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* @param fileName Name of the image file
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* @param destinationX X position where the image should be put. Coords are in working window space, not screen space!
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* @param destinationY Y position where the image should be put. Coords are in working window space, not screen space!
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*/
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void renderImageToScreen(const Common::String &fileName, int16 destinationX, int16 destinationY, bool wrap = false);
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/**
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* Blits the image or a portion of the image to the backbuffer. Actual screen updates won't happen until the end of the frame.
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* The image will be clipped to fit inside the working window. Coords are in working window space, not screen space!
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*
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* @param stream Surface to read the image data from
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* @param destinationX X position where the image should be put. Coords are in working window space, not screen space!
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* @param destinationY Y position where the image should be put. Coords are in working window space, not screen space!
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*/
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void renderImageToScreen(Graphics::Surface &surface, int16 destinationX, int16 destinationY, bool wrap = false);
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/**
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* Sets the current background image to be used by the RenderManager and immediately
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* blits it to the screen. (It won't show up until the end of the frame)
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*
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* @param fileName The name of the image file
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*/
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void setBackgroundImage(const Common::String &fileName);
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/**
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* Set the background position (_backgroundOffset). If the current RenderState is PANORAMA, the offset
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* will be in the horizontal direction. If the current RenderState is TILT, the offset will be in the
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* vertical direction.
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*
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* This method will not render anything on the screen. So if nothing else is called that renders the
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* background, the change won't be seen until next frame.
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*
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* @param offset The amount to offset the background
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*/
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void setBackgroundPosition(int offset);
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/**
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* Set the background scroll velocity. Negative velocities correspond to left / up scrolling and
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* positive velocities correspond to right / down scrolling
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*
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* @param velocity Velocity
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*/
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void setBackgroundVelocity(int velocity);
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/**
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* Converts a point in screen coordinate space to image coordinate space
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*
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* @param point Point in screen coordinate space
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* @return Point in image coordinate space
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*/
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const Common::Point screenSpaceToImageSpace(const Common::Point &point);
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RenderTable *getRenderTable();
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private:
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/**
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* Renders a subRectangle of an image to the backbuffer. The destinationRect and SubRect
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* will be clipped to image bound and to working window bounds
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*
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* @param buffer Pointer to (0, 0) of the image data
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* @param imageWidth The width of the original image (not of the subRectangle)
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* @param imageHeight The width of the original image (not of the subRectangle)
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* @param horizontalPitch The horizontal pitch of the original image
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* @param destinationX The x coordinate (in working window space) of where to put the final image
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* @param destinationY The y coordinate (in working window space) of where to put the final image
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* @param subRectangle A rectangle representing the part of the image that should be rendered
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* @param wrap Should the image wrap (tile) if it doesn't completely fill the screen?
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*/
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void renderSubRectToScreen(Graphics::Surface &surface, int16 destinationX, int16 destinationY, bool wrap);
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void readImageToSurface(const Common::String &fileName, Graphics::Surface &destination);
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void moveBackground(int offset);
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};
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} // End of namespace ZVision
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#endif
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