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author | Max Horn | 2008-07-23 09:02:47 +0000 |
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committer | Max Horn | 2008-07-23 09:02:47 +0000 |
commit | c441c5261ff3e6ad114c0384ef818b942655f3a6 (patch) | |
tree | 6563ef6632ec89f7db2bbb62ad42aea680b507e6 /engines/tinsel/background.cpp | |
parent | e7c1a88dd3bf024e87ef62ff0c851b6a551ae2a5 (diff) | |
download | scummvm-rg350-c441c5261ff3e6ad114c0384ef818b942655f3a6.tar.gz scummvm-rg350-c441c5261ff3e6ad114c0384ef818b942655f3a6.tar.bz2 scummvm-rg350-c441c5261ff3e6ad114c0384ef818b942655f3a6.zip |
Added Tinsel engine to main repos (no news item for it ON PURPOSE)
svn-id: r33230
Diffstat (limited to 'engines/tinsel/background.cpp')
-rw-r--r-- | engines/tinsel/background.cpp | 240 |
1 files changed, 240 insertions, 0 deletions
diff --git a/engines/tinsel/background.cpp b/engines/tinsel/background.cpp new file mode 100644 index 0000000000..05d36e9412 --- /dev/null +++ b/engines/tinsel/background.cpp @@ -0,0 +1,240 @@ +/* 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. + * + * $URL$ + * $Id$ + * + * Background handling code. + */ + +#include "tinsel/background.h" +#include "tinsel/cliprect.h" // object clip rect defs +#include "tinsel/graphics.h" +#include "tinsel/sched.h" // process sheduler defs +#include "tinsel/object.h" +#include "tinsel/pid.h" // process identifiers +#include "tinsel/tinsel.h" + +namespace Tinsel { + +// screen clipping rectangle +Common::Rect rcScreen(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); + +// current background +BACKGND *pCurBgnd = NULL; + +// scroll flag - when set scrolling and velocity additions are paused +bool bNoScroll; + +/** + * Called to initialise a background. + * @param pBgnd Pointer to data struct for current background + */ + +void InitBackground(BACKGND *pBgnd) { + int i; // playfield counter + PPLAYFIELD pPlayfield; // pointer to current playfield + + // set current background + pCurBgnd = pBgnd; + + // init background sky colour + SetBgndColour(pBgnd->rgbSkyColour); + + // start of playfield array + pPlayfield = pBgnd->fieldArray; + + // for each background playfield + for (i = 0; i < pBgnd->numPlayfields; i++, pPlayfield++) { + // init playfield pos + pPlayfield->fieldX = intToFrac(pBgnd->ptInitWorld.x); + pPlayfield->fieldY = intToFrac(pBgnd->ptInitWorld.y); + + // no scrolling + pPlayfield->fieldXvel = intToFrac(0); + pPlayfield->fieldYvel = intToFrac(0); + + // clear playfield display list + pPlayfield->pDispList = NULL; + + // clear playfield moved flag + pPlayfield->bMoved = false; + } +} + +/** + * Sets the xy position of the specified playfield in the current background. + * @param which Which playfield + * @param newXpos New x position + * @param newYpos New y position + */ + +void PlayfieldSetPos(int which, int newXpos, int newYpos) { + PPLAYFIELD pPlayfield; // pointer to relavent playfield + + // make sure there is a background + assert(pCurBgnd != NULL); + + // make sure the playfield number is in range + assert(which >= 0 && which < pCurBgnd->numPlayfields); + + // get playfield pointer + pPlayfield = pCurBgnd->fieldArray + which; + + // set new integer position + pPlayfield->fieldX = intToFrac(newXpos); + pPlayfield->fieldY = intToFrac(newYpos); + + // set moved flag + pPlayfield->bMoved = true; +} + +/** + * Returns the xy position of the specified playfield in the current background. + * @param which Which playfield + * @param pXpos Returns current x position + * @param pYpos Returns current y position + */ + +void PlayfieldGetPos(int which, int *pXpos, int *pYpos) { + PPLAYFIELD pPlayfield; // pointer to relavent playfield + + // make sure there is a background + assert(pCurBgnd != NULL); + + // make sure the playfield number is in range + assert(which >= 0 && which < pCurBgnd->numPlayfields); + + // get playfield pointer + pPlayfield = pCurBgnd->fieldArray + which; + + // get current integer position + *pXpos = fracToInt(pPlayfield->fieldX); + *pYpos = fracToInt(pPlayfield->fieldY); +} + +/** + * Returns the display list for the specified playfield. + * @param which Which playfield + */ + +OBJECT *GetPlayfieldList(int which) { + PPLAYFIELD pPlayfield; // pointer to relavent playfield + + // make sure there is a background + assert(pCurBgnd != NULL); + + // make sure the playfield number is in range + assert(which >= 0 && which < pCurBgnd->numPlayfields); + + // get playfield pointer + pPlayfield = pCurBgnd->fieldArray + which; + + // return the display list pointer for this playfield + return (OBJECT *)&pPlayfield->pDispList; +} + +/** + * Draws all the playfield object lists for the current background. + * The playfield velocity is added to the playfield position in order + * to scroll each playfield before it is drawn. + */ + +void DrawBackgnd(void) { + int i; // playfield counter + PPLAYFIELD pPlay; // playfield pointer + int prevX, prevY; // save interger part of position + Common::Point ptWin; // window top left + + if (pCurBgnd == NULL) + return; // no current background + + // scroll each background playfield + for (i = 0; i < pCurBgnd->numPlayfields; i++) { + // get pointer to correct playfield + pPlay = pCurBgnd->fieldArray + i; + + // save integer part of position + prevX = fracToInt(pPlay->fieldX); + prevY = fracToInt(pPlay->fieldY); + + if (!bNoScroll) { + // update scrolling + pPlay->fieldX += pPlay->fieldXvel; + pPlay->fieldY += pPlay->fieldYvel; + + // convert fixed point window pos to a int + ptWin.x = fracToInt(pPlay->fieldX); + ptWin.y = fracToInt(pPlay->fieldY); + + // set the moved flag if the playfield has moved + if (prevX != ptWin.x || prevY != ptWin.y) + pPlay->bMoved = true; + } + + // sort the display list for this background - just in case somebody has changed object Z positions + SortObjectList((OBJECT *)&pPlay->pDispList); + + // generate clipping rects for all objects that have moved etc. + FindMovingObjects((OBJECT *)&pPlay->pDispList, &ptWin, + &pPlay->rcClip, bNoScroll, pPlay->bMoved); + + // clear playfield moved flag + pPlay->bMoved = false; + } + + // merge the clipping rectangles + MergeClipRect(); + + // redraw all playfields within the clipping rectangles + const RectList &clipRects = GetClipRects(); + for (RectList::const_iterator r = clipRects.begin(); r != clipRects.end(); ++r) { + // clear the clip rectangle on the virtual screen + // for each background playfield + for (i = 0; i < pCurBgnd->numPlayfields; i++) { + Common::Rect rcPlayClip; // clip rect for this playfield + + // get pointer to correct playfield + pPlay = pCurBgnd->fieldArray + i; + + // convert fixed point window pos to a int + ptWin.x = fracToInt(pPlay->fieldX); + ptWin.y = fracToInt(pPlay->fieldY); + + if (IntersectRectangle(rcPlayClip, pPlay->rcClip, *r)) + // redraw all objects within this clipping rect + UpdateClipRect((OBJECT *)&pPlay->pDispList, + &ptWin, &rcPlayClip); + } + } + + // transfer any new palettes to the video DAC + PalettesToVideoDAC(); + + // update the screen within the clipping rectangles + for (RectList::const_iterator r = clipRects.begin(); r != clipRects.end(); ++r) { + UpdateScreenRect(*r); + } + + // delete all the clipping rectangles + ResetClipRect(); +} + +} // end of namespace Tinsel |