443 lines
13 KiB
C++
443 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCI_GRAPHICS_FRAMEOUT_H
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#define SCI_GRAPHICS_FRAMEOUT_H
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#include "engines/util.h" // for initGraphics
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#include "sci/event.h"
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#include "sci/graphics/plane32.h"
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#include "sci/graphics/screen_item32.h"
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namespace Sci {
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typedef Common::Array<DrawList> ScreenItemListList;
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typedef Common::Array<RectList> EraseListList;
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class GfxCursor32;
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class GfxTransitions32;
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struct PlaneShowStyle;
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/**
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* Frameout class, kFrameOut and relevant functions for SCI32 games.
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* Roughly equivalent to GraphicsMgr in SSCI.
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*/
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class GfxFrameout {
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friend class GfxTransitions32;
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public:
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GfxFrameout(SegManager *segMan, GfxPalette32 *palette, GfxTransitions32 *transitions, GfxCursor32 *cursor);
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~GfxFrameout();
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void clear();
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void run();
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/**
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* Returns true if the game should render at a resolution greater than
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* 320x240.
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*/
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inline bool isHiRes() const { return _isHiRes; }
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/**
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* Gets the x-resolution used by game scripts.
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*/
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inline int16 getScriptWidth() const { return _scriptWidth; }
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/**
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* Gets the y-resolution used by game scripts.
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*/
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inline int16 getScriptHeight() const { return _scriptHeight; }
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/**
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* Gets the x-resolution of the output buffer.
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*/
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inline int16 getScreenWidth() const { return _currentBuffer.w; }
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/**
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* Gets the y-resolution of the output buffer.
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*/
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inline int16 getScreenHeight() const { return _currentBuffer.h; }
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private:
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GfxCursor32 *_cursor;
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GfxPalette32 *_palette;
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GfxTransitions32 *_transitions;
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SegManager *_segMan;
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/**
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* Whether or not the game should render at a resolution above 320x240.
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*/
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bool _isHiRes;
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/**
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* The resolution used by game scripts.
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* @see celobj32.h comments on kLowResX/kLowResY.
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*/
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int16 _scriptWidth, _scriptHeight;
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/**
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* Determines whether the current game should be rendered in high
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* resolution.
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*/
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bool detectHiRes() const;
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#pragma mark -
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#pragma mark Screen items
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public:
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/**
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* Adds a screen item.
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*/
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void addScreenItem(ScreenItem &screenItem) const;
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/**
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* Updates a screen item.
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*/
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void updateScreenItem(ScreenItem &screenItem) const;
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/**
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* Deletes a screen item.
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*/
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void deleteScreenItem(ScreenItem &screenItem);
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/**
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* Deletes a screen item from the given plane.
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*/
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void deleteScreenItem(ScreenItem &screenItem, Plane &plane);
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/**
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* Deletes a screen item from the given plane.
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*/
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void deleteScreenItem(ScreenItem &screenItem, const reg_t plane);
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void kernelAddScreenItem(const reg_t object);
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void kernelUpdateScreenItem(const reg_t object);
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void kernelDeleteScreenItem(const reg_t object);
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bool kernelSetNowSeen(const reg_t screenItemObject) const;
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int16 kernelObjectIntersect(const reg_t object1, const reg_t object2) const;
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private:
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void remapMarkRedraw();
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bool getNowSeenRect(const reg_t screenItemObject, Common::Rect &result) const;
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#pragma mark -
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#pragma mark Planes
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public:
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/**
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* Creates and adds a new plane to the plane list. Ownership of the passed
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* object is transferred to GfxFrameout.
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*
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* @note This method is on Screen in SSCI, but it is only ever called on
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* `GraphicsMgr.screen`.
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*/
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void addPlane(Plane *plane);
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/**
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* Deletes a plane within the current plane list.
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*
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* @note This method is on Screen in SSCI, but it is only ever called on
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* `GraphicsMgr.screen`.
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*/
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void deletePlane(Plane &plane);
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/**
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* Deletes planes when restoring a Mac game.
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*/
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void deletePlanesForMacRestore();
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const PlaneList &getPlanes() const {
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return _planes;
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}
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const PlaneList &getVisiblePlanes() const {
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return _visiblePlanes;
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}
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void kernelAddPlane(const reg_t object);
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void kernelUpdatePlane(const reg_t object);
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void kernelDeletePlane(const reg_t object);
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void kernelMovePlaneItems(const reg_t object, const int16 deltaX, const int16 deltaY, const bool scrollPics);
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int16 kernelGetHighPlanePri();
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private:
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/**
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* The list of planes (i.e. layers) that will be rendered to the screen on
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* the next call to `frameOut`.
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*
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* @note This field is on `GraphicsMgr.screen` in SSCI.
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*/
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PlaneList _planes;
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/**
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* Updates an existing plane with properties from the given VM object.
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*/
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void updatePlane(Plane &plane);
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#pragma mark -
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#pragma mark Pics
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public:
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void kernelAddPicAt(const reg_t planeObject, const GuiResourceId pictureId, const int16 pictureX, const int16 pictureY, const bool mirrorX, const bool deleteDuplicate);
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#pragma mark -
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#pragma mark Rendering
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public:
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/**
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* Updates the hardware screen, no more than once per tick.
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*
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* @param delta An additional number of ticks that should elapse
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* since the last time the screen was updated before it gets updated now.
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* This is used for updating the screen within run_vm, where we normally
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* expect that a call to kFrameOut will occur later during the current
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* frame, but if it does not, then update the screen on the second frame
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* anyway since the game is doing something bad.
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*/
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void updateScreen(const int delta = 0);
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/**
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* Resets the pixel format of the hardware surface to the given format.
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*/
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void setPixelFormat(const Graphics::PixelFormat &format) const {
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initGraphics(_currentBuffer.w, _currentBuffer.h, &format);
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}
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/**
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* Whether or not to throttle kFrameOut calls.
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*/
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bool _throttleKernelFrameOut;
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/**
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* Whether `palMorphFrameOut` should be used instead of `frameOut` for
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* rendering. Used by `kMorphOn` to explicitly enable `palMorphFrameOut` for
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* one frame.
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*/
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bool _palMorphIsOn;
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inline const Buffer &getCurrentBuffer() const {
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return _currentBuffer;
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}
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void kernelFrameOut(const bool showBits);
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/**
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* Throttles the engine as necessary to maintain 60fps output.
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*/
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void throttle();
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/**
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* Updates the internal screen buffer for the next frame. If
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* `shouldShowBits` is true, also sends the buffer to hardware. If
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* `eraseRect` is non-empty, it is added to the erase list for this frame.
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*/
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void frameOut(const bool shouldShowBits, const Common::Rect &eraseRect = Common::Rect());
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/**
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* TODO: Documentation
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*/
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void palMorphFrameOut(const int8 *styleRanges, PlaneShowStyle *showStyle);
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/**
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* Draws the given rect from the internal screen buffer to hardware without
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* processing any other graphics updates except for cursor changes.
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*/
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void directFrameOut(const Common::Rect &showRect);
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/**
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* Redraws the game screen from the internal frame buffer to the system.
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* Used after pixel format changes.
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*
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* @param skipRect An area of the screen that does not need to be redrawn.
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*/
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void redrawGameScreen(const Common::Rect &skipRect) const;
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#ifdef USE_RGB_COLOR
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/**
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* Sends the entire internal screen buffer and palette to hardware.
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*/
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void resetHardware();
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#endif
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/**
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* Modifies the raw pixel data for the next frame with new palette indexes
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* based on matched style ranges.
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*/
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void alterVmap(const Palette &palette1, const Palette &palette2, const int8 style, const int8 *const styleRanges);
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// This function is used within ScreenItem subsystem and assigned to various
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// booleanish fields that seem to represent the state of the screen item
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// (created, updated, deleted). In GK1/DOS, Phant1/m68k, SQ6/DOS, SQ6/Win,
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// and Phant2/Win, this function simply returns 1. If you know of any
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// game/environment where this function returns some value other than 1, or
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// if you used to work at Sierra and can explain why this is a thing (and if
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// anyone needs to care about it), please open a ticket!!
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inline int getScreenCount() const {
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return 1;
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};
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/**
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* Shakes the screen.
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*/
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void shakeScreen(const int16 numShakes, const ShakeDirection direction);
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Plane *getTopVisiblePlane();
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private:
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/**
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* The last time the hardware screen was updated.
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*/
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uint32 _lastScreenUpdateTick;
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/**
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* State tracker to provide more accurate 60fps video throttling.
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*/
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uint8 _throttleState;
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/**
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* The internal display pixel buffer. During `frameOut`, this buffer is
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* drawn into according to the draw and erase rects calculated by
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* `calcLists`, then drawn out to the hardware surface according to the
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* `_showList` rects (which are also calculated by `calcLists`).
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*/
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Buffer _currentBuffer;
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/**
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* When true, a change to the remap zone in the palette has occurred and
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* screen items with remap data need to be redrawn.
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*/
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bool _remapOccurred;
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/**
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* A list of rectangles, in screen coordinates, that represent portions of
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* the internal screen buffer that are dirty and should be drawn to the
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* hardware display surface.
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*
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* @note This field is on `GraphicsMgr.screen` in SSCI.
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*/
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RectList _showList;
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/**
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* The amount of extra overdraw that is acceptable when merging two show
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* list rectangles together into a single larger rectangle.
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*
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* @note This field is on `GraphicsMgr.screen` in SSCI.
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*/
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int _overdrawThreshold;
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/**
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* The list of planes that are currently drawn to the hardware display
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* surface. Used to calculate differences in plane properties between the
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* last frame and current frame.
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*
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* @note This field is on `GraphicsMgr.visibleScreen` in SSCI.
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*/
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PlaneList _visiblePlanes;
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/**
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* Calculates the location and dimensions of dirty rects over the entire
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* screen for rendering the next frame. The draw and erase lists in
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* `drawLists` and `eraseLists` each represent one plane on the screen.
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* The optional `eraseRect` argument allows a specific area of the screen to
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* be explicitly erased.
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*/
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void calcLists(ScreenItemListList &drawLists, EraseListList &eraseLists, const Common::Rect &eraseRect = Common::Rect());
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/**
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* Erases the areas in the given erase list from the visible screen buffer
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* by filling them with the color from the corresponding plane. This is an
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* optimisation for colored-type planes only; other plane types have to be
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* redrawn from pixel data.
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*/
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void drawEraseList(const RectList &eraseList, const Plane &plane);
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/**
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* Draws all screen items from the given draw list to the visible screen
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* buffer.
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*/
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void drawScreenItemList(const DrawList &screenItemList);
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/**
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* Adds a new rectangle to the list of regions to write out to the hardware.
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* The provided rect may be merged into an existing rectangle to reduce the
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* number of blit operations.
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*/
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void mergeToShowList(const Common::Rect &drawRect, RectList &showList, const int overdrawThreshold);
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/**
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* Sends all dirty rects from the internal frame buffer to the backend, then
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* updates the hardware screen.
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*/
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void showBits();
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/**
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* Validates whether the given palette index in the style range should copy
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* a color from the next palette to the source palette during a palette
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* morph operation.
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*/
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inline bool validZeroStyle(const uint8 style, const int i) const {
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if (style != 0) {
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return false;
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}
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// TODO: Cannot check Shivers or MGDX until those executables can be
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// unwrapped
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switch (g_sci->getGameId()) {
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case GID_KQ7:
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case GID_PHANTASMAGORIA:
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case GID_SQ6:
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return (i > 71 && i < 104);
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break;
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default:
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return true;
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}
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}
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#pragma mark -
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#pragma mark Mouse cursor
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public:
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reg_t kernelIsOnMe(const reg_t object, const Common::Point &position, const bool checkPixel) const;
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private:
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void updateMousePositionForRendering() const {
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// In SSCI, mouse events were received via hardware interrupt, so the
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// mouse cursor would always get updated immediately when the user moved
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// the mouse. ScummVM must poll for mouse events from the backend
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// instead, so we poll just before rendering so that the latest mouse
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// position is rendered instead of whatever position it was at the last
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// time kGetEvent was called. Without this, the mouse appears stuck
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// during loops that do not make calls to kGetEvent, like transitions.
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g_sci->getEventManager()->getSciEvent(kSciEventPeek);
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}
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/**
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* Determines whether or not the point given by `position` is inside of the
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* given screen item.
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*/
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bool isOnMe(const ScreenItem &screenItem, const Plane &plane, const Common::Point &position, const bool checkPixel) const;
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#pragma mark -
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#pragma mark Debugging
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public:
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void printPlaneList(Console *con) const;
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void printVisiblePlaneList(Console *con) const;
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void printPlaneListInternal(Console *con, const PlaneList &planeList) const;
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void printPlaneItemList(Console *con, const reg_t planeObject) const;
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void printVisiblePlaneItemList(Console *con, const reg_t planeObject) const;
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void printPlaneItemListInternal(Console *con, const ScreenItemList &screenItemList) const;
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};
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} // End of namespace Sci
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#endif
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