/* 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 "common/endian.h" #include "scumm/scumm.h" #include "scumm/charset.h" #include "scumm/util.h" #include "scumm/resource.h" #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE namespace Scumm { void ScummEngine::towns_drawStripToScreen(VirtScreen *vs, int dstX, int dstY, int srcX, int srcY, int width, int height) { if (width <= 0 || height <= 0 || !_townsScreen) return; assert(_textSurface.getPixels()); int m = _textSurfaceMultiplier; const uint8 *src1 = vs->getPixels(srcX, srcY); const uint8 *src2 = (uint8 *)_textSurface.getBasePtr(srcX * m, (srcY + vs->topline - _screenTop) * m); int dstXScr = dstX + _scrollDestOffset; uint8 *dst1 = _townsScreen->getLayerPixels(0, dstXScr, dstY); uint16 *dst1a = (uint16*)dst1; uint8 *dst2 = _townsScreen->getLayerPixels(1, dstX * m, dstY * m); int lw1 = _townsScreen->getLayerWidth(0); int dp2 = _townsScreen->getLayerPitch(1) - width * m * _townsScreen->getLayerBpp(1); int sp1 = vs->pitch - (width * vs->format.bytesPerPixel); int sp2 = _textSurface.pitch - width * m; if (vs->number == kMainVirtScreen || _game.id == GID_INDY3 || _game.id == GID_ZAK) { if (_outputPixelFormat.bytesPerPixel == 2) { for (int h = 0; h < height; ++h) { uint16 *dst1tmp = dst1a; int xpos = dstXScr; for (int w = 0; w < width; ++w) { *dst1a++ = _16BitPalette[*src1++]; if (++xpos == lw1) { dst1a -= lw1; xpos = 0; } } src1 += sp1; dst1a = dst1tmp + lw1; } } else { for (int h = 0; h < height; ++h) { uint8 *dst1tmp = dst1; int xpos = dstXScr; for (int w = 0; w < width; ++w) { *dst1++ = *src1++; if (++xpos == lw1) { dst1 -= lw1; xpos = 0; } } src1 += sp1; dst1 = dst1tmp + lw1; } } for (int h = 0; h < height * m; ++h) { memcpy(dst2, src2, width * m); src2 += _textSurface.pitch; dst2 += _townsScreen->getLayerPitch(1); } } else { dst1 = dst2; for (int h = 0; h < height; ++h) { for (int w = 0; w < width; ++w) { uint8 t = (*src1++) & 0x0f; memset(dst1, (t << 4) | t, m); dst1 += m; } dst1 = dst2; const uint8 *src3 = src2; if (m == 2) { dst2 += _townsScreen->getLayerPitch(1); src3 += _townsScreen->getLayerPitch(1); } for (int w = 0; w < width * m; ++w) { *dst2++ = (*src3 | (*dst1 & _townsLayer2Mask[*src3])); *dst1 = (*src2 | (*dst1 & _townsLayer2Mask[*src2])); src2++; src3++; dst1++; } src1 += sp1; src2 = src3 + sp2; dst1 = dst2 + dp2; dst2 += dp2; } } _townsScreen->addDirtyRect(dstX * m, dstY * m, width * m, height * m); } void ScummEngine::towns_clearStrip(int strip) { if (!_townsScreen) return; int h = _screenHeight; int pitch = _townsScreen->getLayerPitch(0) >> 2; uint32 *dst1 = (uint32*)_townsScreen->getLayerPixels(0, (strip * 8 + _scrollDestOffset) % _townsScreen->getLayerWidth(0), 0); if (_game.version == 5) { dst1 += (90 * pitch); h = 56; } uint32 *dst2 = dst1 + 1; uint32 *dst3 = dst2 + 1; uint32 *dst4 = dst3 + 1; if (_townsScreen->getLayerBpp(0) == 2) { while (h--) { *dst1 = *dst2 = *dst3 = *dst4 = 0; dst1 += pitch; dst2 += pitch; dst3 += pitch; dst4 += pitch; } } else { while (h--) { *dst1 = *dst2 = 0; dst1 += pitch; dst2 += pitch; } } } void ScummEngine::requestScroll(int dir) { if (_game.platform == Common::kPlatformFMTowns) { int lw = _townsScreen->getLayerWidth(0); // Wait for opposite direction scroll to finish. towns_waitForScroll(-dir); // WORKAROUND: In the LOOM intro the messenger nymph moves up the mountain so fast // (and thus accumulates so many scroll requests) that this will make the graphics // layer (width 512) wrap around. This causes a visible graphics glitch. The glitch // is exactly the same when starting the game in the UNZ emulator, so this is not // a mistake on my part. I work around this by adding an extra wait if the queued // up scroll requests exceed the critical mark. It is actually the exact same fix // that the SCUMM 5 games use for scrollEffect(). towns_waitForScroll(dir, (lw - _screenWidth - 8) * dir); _scrollDestOffset = (_scrollDestOffset - 8 * dir) % lw; _scrollRequest += (8 * dir); towns_clearStrip(_scrollFeedStrips[dir + 1]); } redrawBGStrip(_scrollFeedStrips[dir + 1], 1); } void ScummEngine::towns_waitForScroll(int waitForDirection, int threshold) { while (!shouldQuit() && _townsScreen && (_scrollRequest || _townsScreen->isScrolling(waitForDirection, threshold))) waitForTimer(0); } void ScummEngine::towns_updateGfx() { if (!_townsScreen) return; uint32 cur = _system->getMillis(); while (_scrollTimer <= cur) { if (!_scrollTimer) _scrollTimer = cur; _scrollTimer += 1000 / 60; _townsScreen->scrollLayers(1, _scrollRequest); if (_townsScreen->isScrolling(0)) _scrollDeltaAdjust = 1; _scrollRequest = 0; } _townsScreen->update(); } bool ScummEngine::towns_isRectInStringBox(int x1, int y1, int x2, int y2) { if (_game.platform == Common::kPlatformFMTowns && _charset->_hasMask && y1 <= _curStringRect.bottom && x1 <= _curStringRect.right && y2 >= _curStringRect.top && x2 >= _curStringRect.left) return true; return false; } void ScummEngine::towns_restoreCharsetBg() { if (_curStringRect.left != -1) { restoreBackground(_curStringRect, 0); _curStringRect.left = -1; _charset->_hasMask = false; _nextLeft = _string[0].xpos; } _nextLeft = _string[0].xpos; _nextTop = _string[0].ypos; } void ScummEngine::towns_scriptScrollEffect(int dir) { VirtScreen *vs = &_virtscr[kMainVirtScreen]; const int stripWidth = 8; int destX = _gdi->_numStrips - 1; int srcX = 0; int layerW = _townsScreen->getLayerWidth(0); int threshold = (layerW - vs->w - stripWidth) * dir; if (dir == 1) SWAP(destX, srcX); // Wait for opposite direction scroll to finish. towns_waitForScroll(-dir); for (int x = 0; !shouldQuit() && x < _gdi->_numStrips; ++x) { _scrollDestOffset = (_scrollDestOffset - (dir << 3)) % layerW; uint32 nextFrame = _system->getMillis() + 1000 / 60; // Same as in requestScroll(): This prevents glitches from graphics layer wrapping. towns_waitForScroll(dir, threshold); _townsScreen->scrollLayers(0, dir << 3); towns_drawStripToScreen(vs, destX << 3, vs->topline, (srcX + (-dir * x)) << 3, 0, stripWidth, vs->h); waitForTimer(nextFrame - _system->getMillis()); } // Wait for all scrolls to finish. towns_waitForScroll(0); } #ifdef USE_RGB_COLOR void ScummEngine::towns_setPaletteFromPtr(const byte *ptr, int numcolor) { setPaletteFromPtr(ptr, numcolor); if (_game.version == 5) towns_setTextPaletteFromPtr(_currentPalette); _townsOverrideShadowColor = 1; int m = 48; for (int i = 1; i < 16; ++i) { int val = _currentPalette[i * 3] + _currentPalette[i * 3 + 1] + _currentPalette[i * 3 + 2]; if (m > val) { _townsOverrideShadowColor = i; m = val; } } } void ScummEngine::towns_setTextPaletteFromPtr(const byte *ptr) { memcpy(_textPalette, ptr, 48); } #endif void ScummEngine::towns_setupPalCycleField(int x1, int y1, int x2, int y2) { if (_numCyclRects >= 10) return; _cyclRects[_numCyclRects].left = x1; _cyclRects[_numCyclRects].top = y1; _cyclRects[_numCyclRects].right = x2; _cyclRects[_numCyclRects].bottom = y2; _numCyclRects++; _townsPaletteFlags |= 1; } void ScummEngine::towns_processPalCycleField() { for (int i = 0; i < _numCyclRects; i++) { int x1 = _cyclRects[i].left - _virtscr[kMainVirtScreen].xstart; int x2 = _cyclRects[i].right - _virtscr[kMainVirtScreen].xstart; if (x1 < 0) x1 = 0; if (x2 > 320) x2 = 320; if (x2 > 0) markRectAsDirty(kMainVirtScreen, x1, x2, _cyclRects[i].top, _cyclRects[i].bottom); } } void ScummEngine::towns_resetPalCycleFields() { _numCyclRects = 0; _townsPaletteFlags &= ~1; } const uint8 ScummEngine::_townsLayer2Mask[] = { 0xFF, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0xF0, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; #define DIRTY_RECTS_MAX 20 #define FULL_REDRAW (DIRTY_RECTS_MAX + 1) TownsScreen::TownsScreen(OSystem *system, int width, int height, Graphics::PixelFormat &format) : _system(system), _width(width), _height(height), _pixelFormat(format), _pitch(width * format.bytesPerPixel), _scrollOffset(0), _scrollRemainder(0) { memset(&_layers[0], 0, sizeof(TownsScreenLayer)); memset(&_layers[1], 0, sizeof(TownsScreenLayer)); _outBuffer = new byte[_pitch * _height]; memset(_outBuffer, 0, _pitch * _height); setupLayer(0, width, height, 1, 1, 256); _numDirtyRects = 0; } TownsScreen::~TownsScreen() { delete[] _layers[0].pixels; delete[] _layers[1].pixels; delete[] _layers[0].bltInternX; delete[] _layers[1].bltInternX; delete[] _layers[0].bltInternY; delete[] _layers[1].bltInternY; delete[] _layers[0].bltTmpPal; delete[] _layers[1].bltTmpPal; delete[] _outBuffer; _dirtyRects.clear(); } void TownsScreen::setupLayer(int layer, int width, int height, int scaleW, int scaleH, int numCol, void *pal) { if (layer < 0 || layer > 1) return; TownsScreenLayer *l = &_layers[layer]; if (numCol >> 15) error("TownsScreen::setupLayer(): No more than 32767 colors supported."); if (width <= 0 || height <= 0 || numCol < 16) error("TownsScreen::setupLayer(): Invalid width/height/number of colors setting."); l->width = width; l->height = height; l->scaleW = scaleW; l->scaleH = scaleH; l->modW = width * scaleW; l->numCol = numCol; l->bpp = ((numCol - 1) & 0xff00) ? 2 : 1; l->pitch = width * l->bpp; l->palette = (uint8 *)pal; l->hScroll = 0; if (l->palette && _pixelFormat.bytesPerPixel == 1) warning("TownsScreen::setupLayer(): Layer palette usage requires 16 bit graphics setting.\nLayer palette will be ignored."); delete[] l->pixels; l->pixels = new uint8[l->pitch * l->height]; assert(l->pixels); memset(l->pixels, 0, l->pitch * l->height); // build offset tables to speed up merging/scaling layers delete[] l->bltInternX; width = MAX(_width, l->modW); l->bltInternX = new uint16[width]; for (int i = 0; i < width; ++i) l->bltInternX[i] = (i / l->scaleW) * l->bpp; delete[] l->bltInternY; height = MAX(_height, l->modW); l->bltInternY = new uint8*[height]; for (int i = 0; i < height; ++i) l->bltInternY[i] = l->pixels + (i / l->scaleH) * l->pitch; delete[] l->bltTmpPal; l->bltTmpPal = (l->bpp == 1 && _pixelFormat.bytesPerPixel == 2) ? new uint16[l->numCol] : 0; l->enabled = true; _layers[0].onBottom = true; _layers[1].onBottom = !_layers[0].enabled; l->ready = true; } void TownsScreen::clearLayer(int layer) { if (layer < 0 || layer > 1) return; TownsScreenLayer *l = &_layers[layer]; if (!l->ready) return; memset(l->pixels, 0, l->pitch * l->height); _dirtyRects.push_back(Common::Rect(_width - 1, _height - 1)); _numDirtyRects = FULL_REDRAW; } void TownsScreen::fillLayerRect(int layer, int x, int y, int w, int h, int col) { if (layer < 0 || layer > 1 || w <= 0 || h <= 0) return; TownsScreenLayer *l = &_layers[layer]; if (!l->ready) return; assert(x >= 0 && y >= 0 && ((x + w) * l->bpp) <= (l->pitch) && (y + h) <= (l->height)); uint8 *pos = l->pixels + y * l->pitch + x * l->bpp; for (int i = 0; i < h; ++i) { if (l->bpp == 2) { for (int ii = 0; ii < w; ++ii) { *(uint16 *)pos = col; pos += 2; } pos += (l->pitch - w * 2); } else { memset(pos, col, w); pos += l->pitch; } } addDirtyRect(x * l->scaleW, y * l->scaleH, w * l->scaleW, h * l->scaleH); } uint8 *TownsScreen::getLayerPixels(int layer, int x, int y) const { if (layer < 0 || layer > 1) return 0; const TownsScreenLayer *l = &_layers[layer]; if (!l->ready) return 0; return l->pixels + y * l->pitch + (x % l->width) * l->bpp; } void TownsScreen::addDirtyRect(int x, int y, int w, int h) { if (w <= 0 || h <= 0 || _numDirtyRects > DIRTY_RECTS_MAX) return; if (_numDirtyRects == DIRTY_RECTS_MAX) { // full redraw _dirtyRects.clear(); _dirtyRects.push_back(Common::Rect(_width - 1, _height - 1)); _numDirtyRects++; return; } int x2 = x + w - 1; int y2 = y + h - 1; assert(x >= 0 && y >= 0 && x2 <= _width && y2 <= _height); bool skip = false; for (Common::List::iterator r = _dirtyRects.begin(); r != _dirtyRects.end(); ++r) { // Try to merge new rect with an existing rect (only once, since trying to merge // more than one overlapping rect would be causing more overhead than doing any good). if (x > r->left && x < r->right && y > r->top && y < r->bottom) { x = r->left; y = r->top; skip = true; } if (x2 > r->left && x2 < r->right && y > r->top && y < r->bottom) { x2 = r->right; y = r->top; skip = true; } if (x2 > r->left && x2 < r->right && y2 > r->top && y2 < r->bottom) { x2 = r->right; y2 = r->bottom; skip = true; } if (x > r->left && x < r->right && y2 > r->top && y2 < r->bottom) { x = r->left; y2 = r->bottom; skip = true; } if (skip) { r->left = x; r->top = y; r->right = x2; r->bottom = y2; break; } } if (!skip) { _dirtyRects.push_back(Common::Rect(x, y, x2, y2)); _numDirtyRects++; } } void TownsScreen::toggleLayers(int flags) { if (flags < 0 || flags > 3) return; _layers[0].enabled = (flags & 1) ? true : false; _layers[0].onBottom = true; _layers[1].enabled = (flags & 2) ? true : false; _layers[1].onBottom = !_layers[0].enabled; _dirtyRects.clear(); _dirtyRects.push_back(Common::Rect(_width - 1, _height - 1)); _numDirtyRects = FULL_REDRAW; memset(_outBuffer, 0, _pitch * _height); update(); _system->updateScreen(); } void TownsScreen::scrollLayers(int flags, int offset) { // This actually supports layer 0 only, since this is all we need. _scrollRemainder += offset; if (!_scrollRemainder) return; int step = (_scrollRemainder > 0) ? -1 : 1; _scrollRemainder += step; _scrollOffset = (_scrollOffset + step) % _layers[0].width; _dirtyRects.clear(); _dirtyRects.push_back(Common::Rect(_width - 1, _height - 1)); _numDirtyRects = FULL_REDRAW; for (int i = 0; i < 2; ++i) { if (!(flags & (1 << i))) continue; TownsScreenLayer *l = &_layers[i]; if (l->ready) l->hScroll = (_scrollOffset * l->scaleH) % l->modW; } } void TownsScreen::update() { updateOutputBuffer(); outputToScreen(); } void TownsScreen::updateOutputBuffer() { for (Common::List::iterator r = _dirtyRects.begin(); r != _dirtyRects.end(); ++r) { for (int i = 0; i < 2; i++) { TownsScreenLayer *l = &_layers[i]; if (!l->enabled || !l->ready) continue; uint8 *dst = _outBuffer + r->top * _pitch + r->left * _pixelFormat.bytesPerPixel; int pitch2 = _pitch - (r->right - r->left + 1) * _pixelFormat.bytesPerPixel; if (_pixelFormat.bytesPerPixel == 2 && l->bpp == 1) { if (!l->palette) error("void TownsScreen::updateOutputBuffer(): No palette assigned to 8 bit layer %d", i); for (int ic = 0; ic < l->numCol; ic++) l->bltTmpPal[ic] = calc16BitColor(&l->palette[ic * 3]); } for (int y = r->top; y <= r->bottom; ++y) { if (l->bpp == _pixelFormat.bytesPerPixel && l->scaleW == 1 && l->onBottom && l->numCol & 0xff00 && + !l->hScroll) { memcpy(dst, &l->bltInternY[y][l->bltInternX[r->left]], (r->right + 1 - r->left) * _pixelFormat.bytesPerPixel); dst += _pitch; } else if (_pixelFormat.bytesPerPixel == 2) { uint16 *dst2 = (uint16*)dst; int x = (r->left + l->hScroll) % l->modW; if (l->bpp == 1) { for (int w = r->right - r->left; w >= 0; --w) { uint8 col = l->bltInternY[y][l->bltInternX[x]]; if (col || l->onBottom) { if (l->numCol == 16) col = (col >> 4) & (col & 0x0f); *dst2 = l->bltTmpPal[col]; } dst2++; x = (x + 1) % l->modW; } } else { for (int w = r->right - r->left; w >= 0; --w) { *dst2++ = *(uint16*)&l->bltInternY[y][l->bltInternX[x]]; x = (x + 1) % l->modW; } } dst += _pitch; } else { int x = (r->left + l->hScroll) % l->modW; for (int w = r->right - r->left; w >= 0; --w) { uint8 col = l->bltInternY[y][l->bltInternX[x]]; if (col || l->onBottom) { if (l->numCol == 16) col = (col >> 4) & (col & 0x0f); *dst = col; } dst++; x = (x + 1) % l->modW; } dst += pitch2; } } } } } void TownsScreen::outputToScreen() { for (Common::List::iterator i = _dirtyRects.begin(); i != _dirtyRects.end(); ++i) _system->copyRectToScreen(_outBuffer + i->top * _pitch + i->left * _pixelFormat.bytesPerPixel, _pitch, i->left, i->top, i->right - i->left + 1, i->bottom - i->top + 1); _dirtyRects.clear(); _numDirtyRects = 0; } uint16 TownsScreen::calc16BitColor(const uint8 *palEntry) { return _pixelFormat.RGBToColor(palEntry[0], palEntry[1], palEntry[2]); } #undef DIRTY_RECTS_MAX #undef FULL_REDRAW } // End of namespace Scumm #endif // DISABLE_TOWNS_DUAL_LAYER_MODE