scummvm/saga/render.cpp
Eugene Sandulenko fe1ab79bee Move FONT_* to class.
svn-id: r14449
2004-08-03 00:06:18 +00:00

244 lines
5.7 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
// Main rendering loop
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/actor.h"
#include "saga/console_mod.h"
#include "saga/cvar_mod.h"
#include "saga/font.h"
#include "saga/game_mod.h"
#include "saga/interface_mod.h"
#include "saga/scene_mod.h"
#include "saga/sprite_mod.h"
#include "saga/text_mod.h"
#include "saga/actionmap.h"
#include "saga/objectmap.h"
#include "saga/render.h"
#include <common/timer.h>
namespace Saga {
const char *test_txt = "The quick brown fox jumped over the lazy dog. She sells sea shells down by the sea shore.";
int Render::reg(void) {
return R_SUCCESS;
}
Render::Render(SagaEngine *vm, OSystem *system, Gfx *gfx, ObjectMap *omap) {
_vm = vm;
_system = system;
_gfx = gfx;
_omap = omap;
_initialized = false;
R_GAME_DISPLAYINFO disp_info;
int tmp_w, tmp_h, tmp_bytepp;
// Initialize system graphics
GAME_GetDisplayInfo(&disp_info);
// Initialize FPS timer callback
g_timer->installTimerProc(&fpsTimerCallback, 1000000, this);
// Create background buffer
_bg_buf_w = disp_info.logical_w;
_bg_buf_h = disp_info.logical_h;
_bg_buf = (byte *)calloc(disp_info.logical_w, disp_info.logical_h);
if (_bg_buf == NULL) {
return;
}
// Allocate temp buffer for animation decoding,
// graphics scalers (2xSaI), etc.
tmp_w = disp_info.logical_w;
tmp_h = disp_info.logical_h + 4; // BG unbanking requres extra rows
tmp_bytepp = 1;
_tmp_buf = (byte *)calloc(1, tmp_w * tmp_h * tmp_bytepp);
if (_tmp_buf == NULL) {
free(_bg_buf);
return;
}
_tmp_buf_w = tmp_w;
_tmp_buf_h = tmp_h;
_backbuf_surface = _gfx->getBackBuffer();
_flags = 0;
_initialized = true;
}
Render::~Render(void) {
free(_bg_buf);
free(_tmp_buf);
_initialized = false;
}
bool Render::initialized() {
return _initialized;
}
int Render::drawScene() {
R_SURFACE *backbuf_surface;
R_GAME_DISPLAYINFO disp_info;
R_SCENE_INFO scene_info;
SCENE_BGINFO bg_info;
R_POINT bg_pt;
char txt_buf[20];
int fps_width;
R_POINT mouse_pt;
if (!_initialized) {
return R_FAILURE;
}
_framecount++;
backbuf_surface = _backbuf_surface;
// Get mouse coordinates
mouse_pt = SYSINPUT_GetMousePos();
SCENE_GetBGInfo(&bg_info);
GAME_GetDisplayInfo(&disp_info);
bg_pt.x = 0;
bg_pt.y = 0;
// Display scene background
SCENE_Draw(backbuf_surface);
// Display scene maps, if applicable
if (getFlags() & RF_OBJECTMAP_TEST) {
_omap->draw(backbuf_surface, &mouse_pt, _gfx->getWhite(), _gfx->getBlack());
_vm->_actionMap->draw(backbuf_surface, _gfx->matchColor(R_RGB_RED));
}
// Draw queued actors
_vm->_actor->drawList();
// Draw queued text strings
SCENE_GetInfo(&scene_info);
TEXT_DrawList(scene_info.text_list, backbuf_surface);
// Handle user input
SYSINPUT_ProcessInput();
// Display rendering information
if (_flags & RF_SHOW_FPS) {
sprintf(txt_buf, "%d", _fps);
fps_width = _vm->_font->getStringWidth(SMALL_FONT_ID, txt_buf, 0, FONT_NORMAL);
_vm->_font->draw(SMALL_FONT_ID, backbuf_surface, txt_buf, 0, backbuf_surface->buf_w - fps_width, 2,
_gfx->getWhite(), _gfx->getBlack(), FONT_OUTLINE);
}
// Display "paused game" message, if applicable
if (_flags & RF_RENDERPAUSE) {
int msg_len = strlen(R_PAUSEGAME_MSG);
int msg_w = _vm->_font->getStringWidth(BIG_FONT_ID, R_PAUSEGAME_MSG, msg_len, FONT_OUTLINE);
_vm->_font->draw(BIG_FONT_ID, backbuf_surface, R_PAUSEGAME_MSG, msg_len,
(backbuf_surface->buf_w - msg_w) / 2, 90, _gfx->getWhite(), _gfx->getBlack(), FONT_OUTLINE);
}
// Update user interface
INTERFACE_Update(&mouse_pt, UPDATE_MOUSEMOVE);
// Display text formatting test, if applicable
if (_flags & RF_TEXT_TEST) {
TEXT_Draw(MEDIUM_FONT_ID, backbuf_surface, test_txt, mouse_pt.x, mouse_pt.y,
_gfx->getWhite(), _gfx->getBlack(), FONT_OUTLINE | FONT_CENTERED);
}
// Display palette test, if applicable
if (_flags & RF_PALETTE_TEST) {
_gfx->drawPalette(backbuf_surface);
}
// Draw console
CON_Draw(backbuf_surface);
_system->copyRectToScreen(backbuf_surface->buf, backbuf_surface->buf_w, 0, 0,
backbuf_surface->buf_w, backbuf_surface->buf_h);
_system->updateScreen();
return R_SUCCESS;
}
unsigned int Render::getFrameCount() {
return _framecount;
}
unsigned int Render::resetFrameCount() {
unsigned int framecount = _framecount;
_framecount = 0;
return framecount;
}
void Render::fpsTimerCallback(void *refCon) {
((Render *)refCon)->fpsTimer();
}
void Render::fpsTimer(void) {
_fps = _framecount;
_framecount = 0;
}
unsigned int Render::getFlags() {
return _flags;
}
void Render::setFlag(unsigned int flag) {
_flags |= flag;
}
void Render::toggleFlag(unsigned int flag) {
_flags ^= flag;
}
int Render::getBufferInfo(R_BUFFER_INFO *r_bufinfo) {
assert(r_bufinfo != NULL);
r_bufinfo->r_bg_buf = _bg_buf;
r_bufinfo->r_bg_buf_w = _bg_buf_w;
r_bufinfo->r_bg_buf_h = _bg_buf_h;
r_bufinfo->r_tmp_buf = _tmp_buf;
r_bufinfo->r_tmp_buf_w = _tmp_buf_w;
r_bufinfo->r_tmp_buf_h = _tmp_buf_h;
return R_SUCCESS;
}
} // End of namespace Saga