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author | Max Horn | 2004-04-08 23:43:30 +0000 |
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committer | Max Horn | 2004-04-08 23:43:30 +0000 |
commit | 333a2aaea8010317fb4588dcf5e5b172f0c4dc23 (patch) | |
tree | 723a771cdc013f8c8aed12286a556c3768534207 /scumm | |
parent | 3dcd7bbfa8de79869a94ce1344fdb7ca141c0bf4 (diff) | |
download | scummvm-rg350-333a2aaea8010317fb4588dcf5e5b172f0c4dc23.tar.gz scummvm-rg350-333a2aaea8010317fb4588dcf5e5b172f0c4dc23.tar.bz2 scummvm-rg350-333a2aaea8010317fb4588dcf5e5b172f0c4dc23.zip |
Fix for bugs #929722 (MI2: Difficulty selection screen regression) and #930385 (Subtitles are not shown correctly) by changing restoreCharsetBg() to only restore the screen area which is actually masked by text
svn-id: r13508
Diffstat (limited to 'scumm')
-rw-r--r-- | scumm/gfx.cpp | 180 |
1 files changed, 107 insertions, 73 deletions
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp index a08c021aa7..f02bdfc9aa 100644 --- a/scumm/gfx.cpp +++ b/scumm/gfx.cpp @@ -156,6 +156,44 @@ static const TransitionEffect transitionEffects[5] = { }; #endif +static inline void copy8PixelsWithMasking(byte *dst, const byte *src, byte maskbits) { + if (!(maskbits & 0x80)) + dst[0] = src[0]; + if (!(maskbits & 0x40)) + dst[1] = src[1]; + if (!(maskbits & 0x20)) + dst[2] = src[2]; + if (!(maskbits & 0x10)) + dst[3] = src[3]; + if (!(maskbits & 0x08)) + dst[4] = src[4]; + if (!(maskbits & 0x04)) + dst[5] = src[5]; + if (!(maskbits & 0x02)) + dst[6] = src[6]; + if (!(maskbits & 0x01)) + dst[7] = src[7]; +} + +static inline void clear8PixelsWithMasking(byte *dst, const byte color, byte maskbits) { + if (!(maskbits & 0x80)) + dst[0] = color; + if (!(maskbits & 0x40)) + dst[1] = color; + if (!(maskbits & 0x20)) + dst[2] = color; + if (!(maskbits & 0x10)) + dst[3] = color; + if (!(maskbits & 0x08)) + dst[4] = color; + if (!(maskbits & 0x04)) + dst[5] = color; + if (!(maskbits & 0x02)) + dst[6] = color; + if (!(maskbits & 0x01)) + dst[7] = color; +} + #pragma mark - #pragma mark --- Virtual Screens --- #pragma mark - @@ -544,7 +582,7 @@ void ScummEngine::redrawBGStrip(int start, int num) { void ScummEngine::restoreBG(Common::Rect rect, byte backColor) { VirtScreen *vs; - byte *backbuff; + byte *screenBuf; if (rect.top < 0) rect.top = 0; @@ -557,41 +595,33 @@ void ScummEngine::restoreBG(Common::Rect rect, byte backColor) { if (rect.left > vs->width) return; - const int topline = vs->topline; - - // Move rect up - rect.top -= topline; - rect.bottom -= topline; + // Convert 'rect' to local (virtual screen) coordinates + rect.top -= vs->topline; + rect.bottom -= vs->topline; rect.clip(vs->width, vs->height); markRectAsDirty(vs->number, rect, USAGE_BIT_RESTORED); - int offset = rect.top * vs->width + vs->xstart + rect.left; - backbuff = vs->screenPtr + offset; + const int offset = rect.top * vs->width + vs->xstart + rect.left; + screenBuf = vs->screenPtr + offset; int height = rect.height(); int width = rect.width(); + + if (!height) + return; if (vs->hasTwoBuffers && _currentRoom != 0 && isLightOn()) { - blit(backbuff, vs->backBuf + offset, width, height); - if (vs->number == kMainVirtScreen && _charset->_hasMask && height) { - byte *mask; - - // Move rect back - rect.top += topline; - rect.bottom += topline; - + blit(screenBuf, vs->backBuf + offset, width, height); + if (vs->number == kMainVirtScreen && _charset->_hasMask) { // Note: At first sight it may look as if this could // be optimized to (rect.right - rect.left) / 8 and // thus to width / 8, but that's not the case since // we are dealing with integer math here. - int mask_width = (rect.right / 8) - (rect.left / 8); - - if (rect.right & 0x07) - mask_width++; + const int mask_width = ((rect.right + 7) / 8) - (rect.left / 8); - mask = getMaskBuffer(rect.left, rect.top + topline, 0); + byte *mask = getMaskBuffer(rect.left, rect.top, 0); do { memset(mask, 0, mask_width); @@ -600,34 +630,69 @@ void ScummEngine::restoreBG(Common::Rect rect, byte backColor) { } } else { while (height--) { - memset(backbuff, backColor, width); - backbuff += vs->width; + memset(screenBuf, backColor, width); + screenBuf += vs->width; } } } void CharsetRenderer::restoreCharsetBg() { + _nextLeft = _vm->_string[0].xpos; + _nextTop = _vm->_string[0].ypos; + if (_hasMask) { - // Restore background on the whole text area. To do this, we simply - // pass a large rect to restoreBG, and then rely on it clipping that - // rect. Also, restoreBG() will use findVirtScreen(rect.top) to - // determine the virtual screen on which to operate. This is fine - // for us, since we pass in rect.top, so in older games, the text - // display area is used; in newer games, the main virtscreen gets - // restored. That's exactly what we need. - // - // Of course this will break down if one of the older games (with - // multiple virtual screens in use) draw text outside the text virtual - // screen (verbs are excluded, they are handled in a special fashion). - // But I have no indication that this does ever happen. - _vm->restoreBG(Common::Rect(5000, 5000)); _hasMask = false; _str.left = -1; _left = -1; - } - _nextLeft = _vm->_string[0].xpos; - _nextTop = _vm->_string[0].ypos; + // Restore background on the whole text area. This code is based on + // restoreBG(), but was changed to only restore those parts which are + // currently covered by the charset mask. + + // Loop over first three virtual screens + VirtScreen *vs = &_vm->virtscr[_textScreenID]; + + if (!vs->height) + return; + + _vm->markRectAsDirty(vs->number, Common::Rect(vs->width, vs->height), USAGE_BIT_RESTORED); + + byte *screenBuf = vs->screenPtr + vs->xstart; + + if (vs->hasTwoBuffers && _vm->_currentRoom != 0 && _vm->isLightOn()) { + const byte *backBuf = vs->backBuf + vs->xstart; + + if (vs->number == kMainVirtScreen) { + // Restore from back buffer, but only those parts which are + // currently covered by the charset mask. In addition, we + // clean out the charset mask + + const int mask_width = _vm->gdi._numStrips; + byte *mask = _vm->getMaskBuffer(0, vs->topline, 0); + assert(vs->width == 8 * _vm->gdi._numStrips); + + int height = vs->height; + while (height--) { + for (int w = 0; w < mask_width; ++w) { + const byte maskbits = mask[w]; + if (maskbits) { + copy8PixelsWithMasking(screenBuf + w*8, backBuf + w*8, ~maskbits); + mask[w] = 0; + } + } + screenBuf += vs->width; + backBuf += vs->width; + mask += _vm->gdi._numStrips; + } + } else { + // Restore from back buffer + _vm->blit(screenBuf, backBuf, vs->width, vs->height); + } + } else { + // Clear area + memset(screenBuf, 0, vs->height * vs->width); + } + } } void CharsetRenderer::clearCharsetMask() { @@ -639,8 +704,7 @@ bool CharsetRenderer::hasCharsetMask(int left, int top, int right, int bottom) { } byte *ScummEngine::getMaskBuffer(int x, int y, int z) { - return getResourceAddress(rtBuffer, 9) - + _screenStartStrip + (x / 8) + y * gdi._numStrips + gdi._imgBufOffs[z]; + return gdi.getMaskBuffer(x / 8, y, z) + _screenStartStrip; } byte *Gdi::getMaskBuffer(int x, int y, int z) { @@ -1581,22 +1645,7 @@ void Gdi::draw8ColWithMasking(byte *dst, const byte *src, int height, byte *mask do { maskbits = *mask; if (maskbits) { - if (!(maskbits & 0x80)) - dst[0] = src[0]; - if (!(maskbits & 0x40)) - dst[1] = src[1]; - if (!(maskbits & 0x20)) - dst[2] = src[2]; - if (!(maskbits & 0x10)) - dst[3] = src[3]; - if (!(maskbits & 0x08)) - dst[4] = src[4]; - if (!(maskbits & 0x04)) - dst[5] = src[5]; - if (!(maskbits & 0x02)) - dst[6] = src[6]; - if (!(maskbits & 0x01)) - dst[7] = src[7]; + copy8PixelsWithMasking(dst, src, maskbits); } else { #if defined(SCUMM_NEED_ALIGNMENT) memcpy(dst, src, 8); @@ -1617,22 +1666,7 @@ void Gdi::clear8ColWithMasking(byte *dst, int height, byte *mask) { do { maskbits = *mask; if (maskbits) { - if (!(maskbits & 0x80)) - dst[0] = 0; - if (!(maskbits & 0x40)) - dst[1] = 0; - if (!(maskbits & 0x20)) - dst[2] = 0; - if (!(maskbits & 0x10)) - dst[3] = 0; - if (!(maskbits & 0x08)) - dst[4] = 0; - if (!(maskbits & 0x04)) - dst[5] = 0; - if (!(maskbits & 0x02)) - dst[6] = 0; - if (!(maskbits & 0x01)) - dst[7] = 0; + clear8PixelsWithMasking(dst, 0, maskbits); } else { #if defined(SCUMM_NEED_ALIGNMENT) memset(dst, 0, 8); |