scummvm/engines/grim/primitives.cpp

161 lines
4 KiB
C++

/* Residual - A 3D game interpreter
*
* Residual 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 library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#include "engines/grim/gfx_base.h"
#include "engines/grim/primitives.h"
#include "engines/grim/savegame.h"
#include "engines/grim/lua.h"
#include "engines/grim/colormap.h"
#include "engines/grim/grim.h"
namespace Grim {
PrimitiveObject::PrimitiveObject() :
Object() {
_filled = false;
_type = 0;
_bitmap = NULL;
_color = NULL;
}
PrimitiveObject::~PrimitiveObject() {
if (_bitmap && _type == 2)
g_driver->destroyBitmap(_bitmap.object());
}
void PrimitiveObject::saveState(SaveGame *savedState) const {
savedState->writeLESint32(_type);
savedState->writeLEUint32(_color->getId());
savedState->writeLEUint32(_filled);
if (_bitmap) {
savedState->writeLEUint32(_bitmap->getId());
} else {
savedState->writeLEUint32(0);
}
savedState->writeLEUint32(_p1.x);
savedState->writeLEUint32(_p1.y);
savedState->writeLEUint32(_p2.x);
savedState->writeLEUint32(_p2.y);
savedState->writeLEUint32(_p3.x);
savedState->writeLEUint32(_p3.y);
savedState->writeLEUint32(_p4.x);
savedState->writeLEUint32(_p4.y);
}
bool PrimitiveObject::restoreState(SaveGame *savedState) {
_type = savedState->readLESint32();
_color = g_grim->getColor(savedState->readLEUint32());
_filled = savedState->readLEUint32();
_bitmap = g_grim->getBitmap(savedState->readLEUint32());
_p1.x = savedState->readLEUint32();
_p1.y = savedState->readLEUint32();
_p2.x = savedState->readLEUint32();
_p2.y = savedState->readLEUint32();
_p3.x = savedState->readLEUint32();
_p3.y = savedState->readLEUint32();
_p4.x = savedState->readLEUint32();
_p4.y = savedState->readLEUint32();
return true;
}
void PrimitiveObject::createRectangle(Common::Point p1, Common::Point p2, Color *color, bool filled) {
_type = RECTANGLE;
_p1 = p1;
_p2 = p2;
_color = color;
_filled = filled;
}
void PrimitiveObject::createBitmap(Bitmap *bitmap, Common::Point p, bool /*transparent*/) {
_type = BITMAP;
_bitmap = bitmap;
_bitmap->setX(p.x);
_bitmap->setY(p.y);
// transparent: what to do ?
g_driver->createBitmap(bitmap);
}
void PrimitiveObject::createLine(Common::Point p1, Common::Point p2, Color *color) {
_type = LINE;
_p1 = p1;
_p2 = p2;
_color = color;
}
void PrimitiveObject::createPolygon(Common::Point p1, Common::Point p2, Common::Point p3, Common::Point p4, Color *color) {
_type = POLYGON;
_p1 = p1;
_p2 = p2;
_p3 = p3;
_p4 = p4;
_color = color;
}
void PrimitiveObject::draw() {
assert(_type);
if (_type == RECTANGLE)
g_driver->drawRectangle(this);
else if (_type == BITMAP)
g_driver->drawBitmap(_bitmap.object());
else if (_type == LINE)
g_driver->drawLine(this);
else if (_type == POLYGON)
g_driver->drawPolygon(this);
}
void PrimitiveObject::setPos(int x, int y) {
if (x != -1) {
int dx = x - _p1.x;
_p1.x += dx;
if (_type == RECTANGLE || _type == LINE || _type == POLYGON)
_p2.x += dx;
if (_type == POLYGON) {
_p3.x += dx;
_p4.x += dx;
}
}
if (y != -1) {
int dy = y - _p1.y;
_p1.y += dy;
if (_type == RECTANGLE || _type == LINE || _type == POLYGON)
_p2.y += dy;
if (_type == POLYGON) {
_p3.y += dy;
_p4.y += dy;
}
}
}
} // end of namespace Grim