/* 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" #include "common/file.h" #include "common/system.h" #include "image/bmp.h" #include "engines/util.h" namespace Nancy { const Graphics::PixelFormat GraphicsManager::inputPixelFormat = Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0); const Graphics::PixelFormat GraphicsManager::screenPixelFormat = Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0); const Graphics::PixelFormat GraphicsManager::clut8Format = Graphics::PixelFormat::createFormatCLUT8(); void GraphicsManager::init() { initGraphics(640, 480, &screenPixelFormat); _screen.create(640, 480, screenPixelFormat); _screen.setTransparentColor(getTransColor()); Common::SeekableReadStream *ob = NanEngine.getBootChunkStream("OB0"); ob->seek(0); NanEngine.resource->loadImage(ob->readString(), object0); loadFonts(); } 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 ¤t = *it; current.updateGraphics(); } Common::Array drawn; for (auto it : _objects) { RenderObject ¤t = *it; if (current._isVisible && current._needsRedraw) { // object is visible and updated if (current._redrawFrom) { if (current.hasMoved() && !current.getPreviousScreenPosition().isEmpty()) { // Redraw previous location if moved blitToScreen(*current._redrawFrom, current.getPreviousScreenPosition()); } if (current._drawSurface.hasTransparentColor()) { // Redraw below if transparent blitToScreen(*current._redrawFrom, current.getScreenPosition()); } } // 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()); } current._needsRedraw = false; current._previousScreenPosition = current._screenPosition; } // 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::loadSurfacePalette(Graphics::ManagedSurface &inSurf, const Common::String paletteFilename) { Common::File f; if (f.open(paletteFilename + ".bmp")) { Image::BitmapDecoder dec; if (dec.loadStream(f)) { inSurf.setPalette(dec.getPalette(), dec.getPaletteStartIndex(), dec.getPaletteColorCount()); } } } const Graphics::PixelFormat &GraphicsManager::getInputPixelFormat() { if (NanEngine._gameDescription->desc.flags & NGF_8BITCOLOR) { return clut8Format; } else { return inputPixelFormat; } } uint GraphicsManager::getTransColor() { if (NanEngine._gameDescription->desc.flags & NGF_8BITCOLOR) { return 1; // If this isn't correct, try picking the pixel at [0, 0] inside the palette bitmap } else { return inputPixelFormat.ARGBToColor(0, 0, 255, 0); } } 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); _screen.blitFrom(src._drawSurface, src.convertToLocal(screenRect), pointDest); } 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; } else { return 0; } } } // End of namespace Nancy