aboutsummaryrefslogtreecommitdiff
path: root/engines/sword2/screen.cpp
diff options
context:
space:
mode:
authorTorbjörn Andersson2006-04-03 09:54:05 +0000
committerTorbjörn Andersson2006-04-03 09:54:05 +0000
commita55ebd5fb2e4290b51e074c60f505a41d9be0760 (patch)
treea7181e1f8283ffe2d920a9ce82a17fbdcbbd107f /engines/sword2/screen.cpp
parent4df2948902f18b23b1cec258c9a64ec9f43a8a6e (diff)
downloadscummvm-rg350-a55ebd5fb2e4290b51e074c60f505a41d9be0760.tar.gz
scummvm-rg350-a55ebd5fb2e4290b51e074c60f505a41d9be0760.tar.bz2
scummvm-rg350-a55ebd5fb2e4290b51e074c60f505a41d9be0760.zip
Merged d_draw.cpp and rdwin.cpp (what little remained of them) into screen.cpp.
svn-id: r21573
Diffstat (limited to 'engines/sword2/screen.cpp')
-rw-r--r--engines/sword2/screen.cpp132
1 files changed, 132 insertions, 0 deletions
diff --git a/engines/sword2/screen.cpp b/engines/sword2/screen.cpp
index 8d62d2fa8d..8ed583d242 100644
--- a/engines/sword2/screen.cpp
+++ b/engines/sword2/screen.cpp
@@ -99,6 +99,138 @@ Screen::~Screen() {
free(_lightMask);
}
+/**
+ * @return the graphics detail setting
+ */
+
+int8 Screen::getRenderLevel() {
+ return _renderLevel;
+}
+
+void Screen::setRenderLevel(int8 level) {
+ _renderLevel = level;
+
+ switch (_renderLevel) {
+ case 0:
+ // Lowest setting: no fancy stuff
+ _renderCaps = 0;
+ break;
+ case 1:
+ // Medium-low setting: transparency-blending
+ _renderCaps = RDBLTFX_SPRITEBLEND;
+ break;
+ case 2:
+ // Medium-high setting: transparency-blending + shading
+ _renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND;
+ break;
+ case 3:
+ // Highest setting: transparency-blending + shading +
+ // edge-blending + improved stretching
+ _renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
+ break;
+ }
+}
+
+/**
+ * Tell updateDisplay() that the scene needs to be completely updated.
+ */
+
+void Screen::setNeedFullRedraw() {
+ _needFullRedraw = true;
+}
+
+/**
+ * Mark an area of the screen as dirty, first generation.
+ */
+
+void Screen::markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1) {
+ int16 gridX0 = x0 / CELLWIDE;
+ int16 gridY0 = y0 / CELLDEEP;
+ int16 gridX1 = x1 / CELLWIDE;
+ int16 gridY1 = y1 / CELLDEEP;
+
+ for (int16 i = gridY0; i <= gridY1; i++)
+ for (int16 j = gridX0; j <= gridX1; j++)
+ _dirtyGrid[i * _gridWide + j] = 2;
+}
+
+/**
+ * This function has two purposes: It redraws the scene, and it handles input
+ * events, palette fading, etc. It should be called at a high rate (> 20 per
+ * second), but the scene is usually only redrawn about 12 times per second,
+ * except when then screen is scrolling.
+ *
+ * @param redrawScene If true, redraw the scene.
+ */
+
+void Screen::updateDisplay(bool redrawScene) {
+ _vm->parseInputEvents();
+ fadeServer();
+
+ if (redrawScene) {
+ int i;
+
+ // Note that the entire scene is always rendered, which is less
+ // than optimal, but at least we can try to be intelligent
+ // about updating the screen afterwards.
+
+ if (_needFullRedraw) {
+ // Update the entire screen. This is necessary when
+ // scrolling, fading, etc.
+
+ _vm->_system->copyRectToScreen(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
+ _needFullRedraw = false;
+ } else {
+ // Update only the dirty areas of the screen
+
+ int j, x, y;
+ int stripWide;
+
+ for (i = 0; i < _gridDeep; i++) {
+ stripWide = 0;
+
+ for (j = 0; j < _gridWide; j++) {
+ if (_dirtyGrid[i * _gridWide + j]) {
+ stripWide++;
+ } else if (stripWide) {
+ x = CELLWIDE * (j - stripWide);
+ y = CELLDEEP * i;
+ _vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
+ stripWide = 0;
+ }
+ }
+
+ if (stripWide) {
+ x = CELLWIDE * (j - stripWide);
+ y = CELLDEEP * i;
+ _vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
+ stripWide = 0;
+ }
+ }
+ }
+
+ // Age the dirty cells one generation. This way we keep track
+ // of both the cells that were updated this time, and the ones
+ // that were updated the last time.
+
+ for (i = 0; i < _gridWide * _gridDeep; i++)
+ _dirtyGrid[i] >>= 1;
+ }
+
+ // We always need to update because of fades, menu animations, etc.
+ _vm->_system->updateScreen();
+}
+
+/**
+ * Fill the screen buffer with palette colour zero. Note that it does not
+ * touch the menu areas of the screen.
+ */
+
+void Screen::clearScene() {
+ memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
+ _needFullRedraw = true;
+}
+
void Screen::buildDisplay() {
if (_thisScreen.new_palette) {
// start the layer palette fading up