scummvm/engines/nancy/graphics.cpp

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/* 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.
*
*/
#include "engines/nancy/graphics.h"
#include "engines/nancy/renderobject.h"
#include "engines/nancy/resource.h"
#include "engines/nancy/nancy.h"
#include "engines/nancy/resource.h"
#include "engines/nancy/cursor.h"
#include "engines/nancy/state/scene.h"
#include "engines/nancy/ui/viewport.h"
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namespace Nancy {
const Graphics::PixelFormat GraphicsManager::pixelFormat = Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0);
const uint GraphicsManager::transColor = 0x3E0;
void GraphicsManager::init() {
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_screen.create(640, 480, pixelFormat);
_screen.setTransparentColor(transColor);
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Graphics::Surface surf;
NanEngine.resource->loadImage("ciftree", "OBJECT0", surf);
object0.create(surf.w, surf.h, surf.format);
object0.blitFrom(surf, Common::Point(0, 0));
surf.free();
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loadFonts();
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}
void GraphicsManager::draw() {
// First go through all objects and update them
// Then add dirty rects to layers below if transparent
for (auto it : _objects) {
RenderObject &current = *it;
current.updateGraphics();
}
Common::Array<Common::Rect> drawn;
for (auto it : _objects) {
RenderObject &current = *it;
if (current._isVisible && current._needsRedraw) {
// object is visible and updated
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if (current._redrawFrom) {
if (current.hasMoved() && !current.getPreviousScreenPosition().isEmpty()) {
// Redraw previous location if moved
blitToScreen(*current._redrawFrom, current.getPreviousScreenPosition());
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}
if (current.getBlitType() == RenderObject::kTrans) {
// Redraw below if transparent
blitToScreen(*current._redrawFrom, current.getScreenPosition());
}
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}
// Draw the object itself
blitToScreen(current, current.getScreenPosition());
} else if (!current._isVisible && current._needsRedraw && current._redrawFrom && !current.getPreviousScreenPosition().isEmpty()) {
// Object just turned invisible, redraw below
blitToScreen(*current._redrawFrom, current.getPreviousScreenPosition());
}
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current._needsRedraw = false;
current._previousScreenPosition = current._screenPosition;
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}
// Draw the screen
_screen.update();
}
void GraphicsManager::addObject(RenderObject *object) {
for (auto &r : _objects) {
if (r == object) {
return;
}
if (r->getZOrder() > object->getZOrder()) {
break;
}
}
_objects.insert(object);
}
void GraphicsManager::removeObject(RenderObject *object) {
for (auto &r : _objects) {
if (r == object) {
_objects.erase(&r);
break;
}
}
}
void GraphicsManager::clearObjects() {
_objects.clear();
}
void GraphicsManager::redrawAll() {
for (auto &obj : _objects) {
obj->_needsRedraw = true;
}
}
void GraphicsManager::loadFonts() {
Common::SeekableReadStream *chunk = NanEngine.getBootChunkStream("FONT");
chunk->seek(0);
while (chunk->pos() < chunk->size() - 1) {
_fonts.push_back(Font());
_fonts.back().read(*chunk);
}
}
// Draw a given screen-space rectangle to the screen
void GraphicsManager::blitToScreen(const RenderObject &src, Common::Rect screenRect) {
Common::Point pointDest(screenRect.left, screenRect.top);
if (src.getBlitType() == RenderObject::kNoTrans) {
_screen.blitFrom(src._drawSurface, src.convertToLocal(screenRect), pointDest);
} else if (src.getBlitType() == RenderObject::kTrans) {
_screen.transBlitFrom(src._drawSurface, src.convertToLocal(screenRect), pointDest, transColor);
}
}
int GraphicsManager::objectComparator(const void *a, const void *b) {
if (((const RenderObject*)a)->getZOrder() < ((const RenderObject*)b)->getZOrder()) {
return -1;
} else if (((const RenderObject*)a)->getZOrder() > ((const RenderObject*)b)->getZOrder()) {
return 1;
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} else {
return 0;
}
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}
} // End of namespace Nancy