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author | Torbjörn Andersson | 2005-02-19 14:02:16 +0000 |
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committer | Torbjörn Andersson | 2005-02-19 14:02:16 +0000 |
commit | 43cfe01f3d8d2307a23933920cce43740871f367 (patch) | |
tree | fe56072f944bc980981d5f0cfe1683116645d076 /sword2/driver/render.cpp | |
parent | 0de5fa2f33147529edcf4dccd24a2750b23a2867 (diff) | |
download | scummvm-rg350-43cfe01f3d8d2307a23933920cce43740871f367.tar.gz scummvm-rg350-43cfe01f3d8d2307a23933920cce43740871f367.tar.bz2 scummvm-rg350-43cfe01f3d8d2307a23933920cce43740871f367.zip |
This is the second part of the BS2 restructuring. There are two new
classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.
The old Graphics class is no more.
I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.
I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.
svn-id: r16812
Diffstat (limited to 'sword2/driver/render.cpp')
-rw-r--r-- | sword2/driver/render.cpp | 46 |
1 files changed, 18 insertions, 28 deletions
diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp index 5ea1c63b06..ff0dcab5a9 100644 --- a/sword2/driver/render.cpp +++ b/sword2/driver/render.cpp @@ -21,22 +21,23 @@ #include "common/stdafx.h" #include "common/system.h" #include "sword2/sword2.h" +#include "sword2/build_display.h" #include "sword2/driver/animation.h" -#include "sword2/driver/d_draw.h" #include "sword2/driver/menu.h" #include "sword2/driver/render.h" namespace Sword2 { -#define MILLISECSPERCYCLE 83 +#define MILLISECSPERCYCLE 83 +#define RENDERAVERAGETOTAL 4 -void Graphics::updateRect(Common::Rect *r) { +void Screen::updateRect(Common::Rect *r) { _vm->_system->copyRectToScreen(_buffer + r->top * _screenWide + r->left, _screenWide, r->left, r->top, r->right - r->left, r->bottom - r->top); } -void Graphics::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect) { +void Screen::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect) { if (!r->intersects(*clipRect)) return; @@ -85,7 +86,7 @@ void Graphics::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect * // This code isn't quite like the original DrawSprite(), but should be close // enough. -void Graphics::scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight) { +void Screen::scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight) { int x, y; for (x = 0; x < dstWidth; x++) @@ -102,7 +103,7 @@ void Graphics::scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth, uint1 } } -void Graphics::scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) { +void Screen::scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) { for (int y = 0; y < dstHeight; y++) { for (int x = 0; x < dstWidth; x++) { uint8 c1, c2, c3, c4; @@ -194,7 +195,7 @@ void Graphics::scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth, uint1 * @param colour colour of the point */ -void Graphics::plotPoint(int16 x, int16 y, uint8 colour) { +void Screen::plotPoint(int16 x, int16 y, uint8 colour) { byte *buf = _buffer + MENUDEEP * RENDERWIDE; x -= _scrollX; @@ -217,7 +218,7 @@ void Graphics::plotPoint(int16 x, int16 y, uint8 colour) { // Uses Bresenham's incremental algorithm! -void Graphics::drawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) { +void Screen::drawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) { int dxmod, dymod; int ince, incne; int d; @@ -363,7 +364,7 @@ void Graphics::drawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) { * @param h height of the current location */ -void Graphics::setLocationMetrics(uint16 w, uint16 h) { +void Screen::setLocationMetrics(uint16 w, uint16 h) { _locationWide = w; _locationDeep = h; setNeedFullRedraw(); @@ -374,7 +375,7 @@ void Graphics::setLocationMetrics(uint16 w, uint16 h) { * parallax can be either foreground, background or the main screen. */ -void Graphics::renderParallax(Parallax *p, int16 l) { +void Screen::renderParallax(Parallax *p, int16 l) { int16 x, y; Common::Rect r; @@ -420,7 +421,7 @@ void Graphics::renderParallax(Parallax *p, int16 l) { * Initialises the timers before the render loop is entered. */ -void Graphics::initialiseRenderCycle(void) { +void Screen::initialiseRenderCycle(void) { _initialTime = _vm->_system->getMillis(); _totalTime = _initialTime + MILLISECSPERCYCLE; } @@ -430,7 +431,7 @@ void Graphics::initialiseRenderCycle(void) { * render cycle. */ -void Graphics::startRenderCycle(void) { +void Screen::startRenderCycle(void) { _scrollXOld = _scrollX; _scrollYOld = _scrollY; @@ -458,7 +459,7 @@ void Graphics::startRenderCycle(void) { * or false if it should continue */ -bool Graphics::endRenderCycle(void) { +bool Screen::endRenderCycle(void) { static int32 renderTimeLog[4] = { 60, 60, 60, 60 }; static int32 renderCountIndex = 0; int32 time; @@ -524,7 +525,7 @@ bool Graphics::endRenderCycle(void) { * Reset scrolling stuff. This function is called from initBackground() */ -void Graphics::resetRenderEngine(void) { +void Screen::resetRenderEngine(void) { _parallaxScrollX = 0; _parallaxScrollY = 0; _scrollX = 0; @@ -532,22 +533,11 @@ void Graphics::resetRenderEngine(void) { } /** - * Sets the scroll target position for the end of the game cycle. The driver - * will then automatically scroll as many times as it can to reach this - * position in the allotted time. - */ - -void Graphics::setScrollTarget(int16 sx, int16 sy) { - _scrollXTarget = sx; - _scrollYTarget = sy; -} - -/** * This function should be called five times with either the parallax layer * or a NULL pointer in order of background parallax to foreground parallax. */ -int32 Graphics::initialiseBackgroundLayer(Parallax *p) { +int32 Screen::initialiseBackgroundLayer(Parallax *p) { uint16 i, j, k; byte *data; byte *dst; @@ -666,7 +656,7 @@ int32 Graphics::initialiseBackgroundLayer(Parallax *p) { * Should be called once after leaving the room to free up memory. */ -void Graphics::closeBackgroundLayer(void) { +void Screen::closeBackgroundLayer(void) { debug(2, "CloseBackgroundLayer"); for (int i = 0; i < MAXLAYERS; i++) { @@ -683,7 +673,7 @@ void Graphics::closeBackgroundLayer(void) { } #ifdef BACKEND_8BIT -void Graphics::plotYUV(byte *lut, int width, int height, byte *const *dat) { +void Screen::plotYUV(byte *lut, int width, int height, byte *const *dat) { byte *buf = _buffer + ((480 - height) / 2) * RENDERWIDE + (640 - width) / 2; int x, y; |