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Diffstat (limited to 'engines/sci/graphics/cursor32.cpp')
-rw-r--r-- | engines/sci/graphics/cursor32.cpp | 396 |
1 files changed, 396 insertions, 0 deletions
diff --git a/engines/sci/graphics/cursor32.cpp b/engines/sci/graphics/cursor32.cpp new file mode 100644 index 0000000000..014b617c74 --- /dev/null +++ b/engines/sci/graphics/cursor32.cpp @@ -0,0 +1,396 @@ +/* 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. + * + */ + +#include "common/rational.h" // for Rational, operator* +#include "common/system.h" // for OSystem, g_system +#include "graphics/cursorman.h" // for CursorMan +#include "sci/graphics/celobj32.h" // for CelObjView, CelInfo32, Ratio +#include "sci/graphics/cursor32.h" +#include "sci/graphics/frameout.h" // for GfxFrameout + +namespace Sci { + +GfxCursor32::GfxCursor32() : + _hideCount(0), + _position(0, 0), + _writeToVMAP(false) { + CursorMan.showMouse(false); +} + +void GfxCursor32::init(const Buffer &vmap) { + _vmap = vmap; + _vmapRegion.rect = Common::Rect(_vmap.screenWidth, _vmap.screenHeight); + _vmapRegion.data = (byte *)_vmap.getPixels(); + _restrictedArea = _vmapRegion.rect; +} + +GfxCursor32::~GfxCursor32() { + CursorMan.showMouse(true); + free(_cursor.data); + free(_cursorBack.data); + free(_drawBuff1.data); + free(_drawBuff2.data); + free(_savedVmapRegion.data); +} + +void GfxCursor32::hide() { + if (_hideCount++) { + return; + } + + if (!_cursorBack.rect.isEmpty()) { + drawToHardware(_cursorBack); + } +} + +void GfxCursor32::revealCursor() { + _cursorBack.rect = _cursor.rect; + _cursorBack.rect.clip(_vmapRegion.rect); + if (_cursorBack.rect.isEmpty()) { + return; + } + + readVideo(_cursorBack); + _drawBuff1.rect = _cursor.rect; + copy(_drawBuff1, _cursorBack); + paint(_drawBuff1, _cursor); + drawToHardware(_drawBuff1); +} + +void GfxCursor32::paint(DrawRegion &target, const DrawRegion &source) { + if (source.rect.isEmpty()) { + return; + } + + Common::Rect drawRect(source.rect); + drawRect.clip(target.rect); + if (drawRect.isEmpty()) { + return; + } + + const int16 sourceXOffset = drawRect.left - source.rect.left; + const int16 sourceYOffset = drawRect.top - source.rect.top; + const int16 drawRectWidth = drawRect.width(); + const int16 drawRectHeight = drawRect.height(); + + byte *targetPixel = target.data + ((drawRect.top - target.rect.top) * target.rect.width()) + (drawRect.left - target.rect.left); + const byte *sourcePixel = source.data + (sourceYOffset * source.rect.width()) + sourceXOffset; + const uint8 skipColor = source.skipColor; + + const int16 sourceStride = source.rect.width() - drawRectWidth; + const int16 targetStride = target.rect.width() - drawRectWidth; + + for (int16 y = 0; y < drawRectHeight; ++y) { + for (int16 x = 0; x < drawRectWidth; ++x) { + if (*sourcePixel != skipColor) { + *targetPixel = *sourcePixel; + } + ++targetPixel; + ++sourcePixel; + } + sourcePixel += sourceStride; + targetPixel += targetStride; + } +} + +void GfxCursor32::drawToHardware(const DrawRegion &source) { + Common::Rect drawRect(source.rect); + drawRect.clip(_vmapRegion.rect); + const int16 sourceXOffset = drawRect.left - source.rect.left; + const int16 sourceYOffset = drawRect.top - source.rect.top; + byte *sourcePixel = source.data + (sourceYOffset * source.rect.width()) + sourceXOffset; + + g_system->copyRectToScreen(sourcePixel, source.rect.width(), drawRect.left, drawRect.top, drawRect.width(), drawRect.height()); +} + +void GfxCursor32::unhide() { + if (_hideCount == 0 || --_hideCount) { + return; + } + + _cursor.rect.moveTo(_position.x - _hotSpot.x, _position.y - _hotSpot.y); + revealCursor(); +} + +void GfxCursor32::show() { + if (_hideCount) { + _hideCount = 0; + _cursor.rect.moveTo(_position.x - _hotSpot.x, _position.y - _hotSpot.y); + revealCursor(); + } +} + +void GfxCursor32::setRestrictedArea(const Common::Rect &rect) { + _restrictedArea = rect; + + const int16 screenWidth = g_sci->_gfxFrameout->getCurrentBuffer().screenWidth; + const int16 screenHeight = g_sci->_gfxFrameout->getCurrentBuffer().screenHeight; + const int16 scriptWidth = g_sci->_gfxFrameout->getCurrentBuffer().scriptWidth; + const int16 scriptHeight = g_sci->_gfxFrameout->getCurrentBuffer().scriptHeight; + + mulru(_restrictedArea, Ratio(screenWidth, scriptWidth), Ratio(screenHeight, scriptHeight), 0); + + if (_position.x < rect.left) { + _position.x = rect.left; + } + if (_position.x >= rect.right) { + _position.x = rect.right - 1; + } + if (_position.y < rect.top) { + _position.y = rect.top; + } + if (_position.y >= rect.bottom) { + _position.y = rect.bottom - 1; + } + + g_system->warpMouse(_position.x, _position.y); +} + +void GfxCursor32::clearRestrictedArea() { + _restrictedArea = _vmapRegion.rect; +} + +void GfxCursor32::setView(const GuiResourceId viewId, const int16 loopNo, const int16 celNo) { + hide(); + + _cursorInfo.resourceId = viewId; + _cursorInfo.loopNo = loopNo; + _cursorInfo.celNo = celNo; + + if (viewId != -1) { + CelObjView view(viewId, loopNo, celNo); + + _hotSpot = view._displace; + _width = view._width; + _height = view._height; + + // SSCI never increased the size of cursors, but some of the cursors + // in early SCI32 games were designed for low-resolution display mode + // and so are kind of hard to pick out when running in high-resolution + // mode. + // To address this, we make some slight adjustments to cursor display + // in these early games: + // GK1: All the cursors are increased in size since they all appear to + // be designed for low-res display. + // PQ4: We only make the cursors bigger if they are above a set + // threshold size because inventory items usually have a + // high-resolution cursor representation. + bool pixelDouble = false; + if (g_sci->_gfxFrameout->_isHiRes && + (g_sci->getGameId() == GID_GK1 || + (g_sci->getGameId() == GID_PQ4 && _width <= 22 && _height <= 22))) { + + _width *= 2; + _height *= 2; + _hotSpot.x *= 2; + _hotSpot.y *= 2; + pixelDouble = true; + } + + _cursor.data = (byte *)realloc(_cursor.data, _width * _height); + _cursor.rect = Common::Rect(_width, _height); + memset(_cursor.data, 255, _width * _height); + _cursor.skipColor = 255; + + Buffer target(_width, _height, _cursor.data); + if (pixelDouble) { + view.draw(target, _cursor.rect, Common::Point(0, 0), false, 2, 2); + } else { + view.draw(target, _cursor.rect, Common::Point(0, 0), false); + } + } else { + _hotSpot = Common::Point(0, 0); + _width = _height = 1; + _cursor.data = (byte *)realloc(_cursor.data, _width * _height); + _cursor.rect = Common::Rect(_width, _height); + *_cursor.data = _cursor.skipColor; + _cursorBack.rect = _cursor.rect; + _cursorBack.rect.clip(_vmapRegion.rect); + if (!_cursorBack.rect.isEmpty()) { + readVideo(_cursorBack); + } + } + + _cursorBack.data = (byte *)realloc(_cursorBack.data, _width * _height); + _drawBuff1.data = (byte *)realloc(_drawBuff1.data, _width * _height); + _drawBuff2.data = (byte *)realloc(_drawBuff2.data, _width * _height * 4); + _savedVmapRegion.data = (byte *)realloc(_savedVmapRegion.data, _width * _height); + + unhide(); +} + +void GfxCursor32::readVideo(DrawRegion &target) { + if (g_sci->_gfxFrameout->_frameNowVisible) { + copy(target, _vmapRegion); + } else { + // NOTE: SSCI would read the background for the cursor directly out of + // video memory here, but as far as can be determined, this does not + // seem to actually be necessary for proper cursor rendering + } +} + +void GfxCursor32::copy(DrawRegion &target, const DrawRegion &source) { + if (source.rect.isEmpty()) { + return; + } + + Common::Rect drawRect(source.rect); + drawRect.clip(target.rect); + if (drawRect.isEmpty()) { + return; + } + + const int16 sourceXOffset = drawRect.left - source.rect.left; + const int16 sourceYOffset = drawRect.top - source.rect.top; + const int16 drawWidth = drawRect.width(); + const int16 drawHeight = drawRect.height(); + + byte *targetPixel = target.data + ((drawRect.top - target.rect.top) * target.rect.width()) + (drawRect.left - target.rect.left); + const byte *sourcePixel = source.data + (sourceYOffset * source.rect.width()) + sourceXOffset; + + const int16 sourceStride = source.rect.width(); + const int16 targetStride = target.rect.width(); + + for (int y = 0; y < drawHeight; ++y) { + memcpy(targetPixel, sourcePixel, drawWidth); + targetPixel += targetStride; + sourcePixel += sourceStride; + } +} + +void GfxCursor32::setPosition(const Common::Point &position) { + const int16 scriptWidth = g_sci->_gfxFrameout->getCurrentBuffer().scriptWidth; + const int16 scriptHeight = g_sci->_gfxFrameout->getCurrentBuffer().scriptHeight; + const int16 screenWidth = g_sci->_gfxFrameout->getCurrentBuffer().screenWidth; + const int16 screenHeight = g_sci->_gfxFrameout->getCurrentBuffer().screenHeight; + + _position.x = (position.x * Ratio(screenWidth, scriptWidth)).toInt(); + _position.y = (position.y * Ratio(screenHeight, scriptHeight)).toInt(); + + g_system->warpMouse(_position.x, _position.y); +} + +void GfxCursor32::gonnaPaint(Common::Rect paintRect) { + if (!_hideCount && !_writeToVMAP && !_cursorBack.rect.isEmpty()) { + paintRect.left &= ~3; + paintRect.right |= 3; + if (_cursorBack.rect.intersects(paintRect)) { + _writeToVMAP = true; + } + } +} + +void GfxCursor32::paintStarting() { + if (_writeToVMAP) { + _savedVmapRegion.rect = _cursor.rect; + copy(_savedVmapRegion, _vmapRegion); + paint(_vmapRegion, _cursor); + } +} + +void GfxCursor32::donePainting() { + if (_writeToVMAP) { + copy(_vmapRegion, _savedVmapRegion); + _savedVmapRegion.rect = Common::Rect(); + _writeToVMAP = false; + } + + if (!_hideCount && !_cursorBack.rect.isEmpty()) { + copy(_cursorBack, _vmapRegion); + } +} + +void GfxCursor32::deviceMoved(Common::Point &position) { + if (position.x < _restrictedArea.left) { + position.x = _restrictedArea.left; + } + if (position.x >= _restrictedArea.right) { + position.x = _restrictedArea.right - 1; + } + if (position.y < _restrictedArea.top) { + position.y = _restrictedArea.top; + } + if (position.y >= _restrictedArea.bottom) { + position.y = _restrictedArea.bottom - 1; + } + + _position = position; + + g_system->warpMouse(position.x, position.y); + move(); +} + +void GfxCursor32::move() { + if (_hideCount) { + return; + } + + // Cursor moved onto the screen after being offscreen + _cursor.rect.moveTo(_position.x - _hotSpot.x, _position.y - _hotSpot.y); + if (_cursorBack.rect.isEmpty()) { + revealCursor(); + return; + } + + // Cursor moved offscreen + if (!_cursor.rect.intersects(_vmapRegion.rect)) { + drawToHardware(_cursorBack); + return; + } + + if (!_cursor.rect.intersects(_cursorBack.rect)) { + // Cursor moved to a completely different part of the screen + _drawBuff1.rect = _cursor.rect; + _drawBuff1.rect.clip(_vmapRegion.rect); + readVideo(_drawBuff1); + + _drawBuff2.rect = _drawBuff1.rect; + copy(_drawBuff2, _drawBuff1); + + paint(_drawBuff1, _cursor); + drawToHardware(_drawBuff1); + + drawToHardware(_cursorBack); + + _cursorBack.rect = _cursor.rect; + _cursorBack.rect.clip(_vmapRegion.rect); + copy(_cursorBack, _drawBuff2); + } else { + // Cursor moved, but still overlaps the previous cursor location + Common::Rect mergedRect(_cursorBack.rect); + mergedRect.extend(_cursor.rect); + mergedRect.clip(_vmapRegion.rect); + + _drawBuff2.rect = mergedRect; + readVideo(_drawBuff2); + + copy(_drawBuff2, _cursorBack); + + _cursorBack.rect = _cursor.rect; + _cursorBack.rect.clip(_vmapRegion.rect); + copy(_cursorBack, _drawBuff2); + + paint(_drawBuff2, _cursor); + drawToHardware(_drawBuff2); + } +} +} // End of namespace Sci |