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authorMax Horn2008-07-23 09:02:47 +0000
committerMax Horn2008-07-23 09:02:47 +0000
commitc441c5261ff3e6ad114c0384ef818b942655f3a6 (patch)
tree6563ef6632ec89f7db2bbb62ad42aea680b507e6 /engines/tinsel/background.cpp
parente7c1a88dd3bf024e87ef62ff0c851b6a551ae2a5 (diff)
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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.cpp240
1 files changed, 240 insertions, 0 deletions
diff --git a/engines/tinsel/background.cpp b/engines/tinsel/background.cpp
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+/* 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