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-rw-r--r--engines/sword2/rdwin.cpp118
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+/* Copyright (C) 1994-1998 Revolution Software Ltd.
+ * Copyright (C) 2003-2006 The ScummVM project
+ *
+ * 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.
+ *
+ * $URL$
+ * $Id$
+ */
+
+#include "common/stdafx.h"
+#include "common/system.h"
+#include "sword2/sword2.h"
+
+namespace Sword2 {
+
+/**
+ * Tell updateDisplay() that the scene needs to be completely updated.
+ */
+
+void Screen::setNeedFullRedraw() {
+ _needFullRedraw = true;
+}
+
+/**
+ * Mark an area of the screen as dirty, first generation.
+ */
+
+void Screen::markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1) {
+ int16 gridX0 = x0 / CELLWIDE;
+ int16 gridY0 = y0 / CELLDEEP;
+ int16 gridX1 = x1 / CELLWIDE;
+ int16 gridY1 = y1 / CELLDEEP;
+
+ for (int16 i = gridY0; i <= gridY1; i++)
+ for (int16 j = gridX0; j <= gridX1; j++)
+ _dirtyGrid[i * _gridWide + j] = 2;
+}
+
+/**
+ * This function has two purposes: It redraws the scene, and it handles input
+ * events, palette fading, etc. It should be called at a high rate (> 20 per
+ * second), but the scene is usually only redrawn about 12 times per second,
+ * except when then screen is scrolling.
+ *
+ * @param redrawScene If true, redraw the scene.
+ */
+
+void Screen::updateDisplay(bool redrawScene) {
+ _vm->parseInputEvents();
+ fadeServer();
+
+ if (redrawScene) {
+ int i;
+
+ // Note that the entire scene is always rendered, which is less
+ // than optimal, but at least we can try to be intelligent
+ // about updating the screen afterwards.
+
+ if (_needFullRedraw) {
+ // Update the entire screen. This is necessary when
+ // scrolling, fading, etc.
+
+ _vm->_system->copyRectToScreen(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
+ _needFullRedraw = false;
+ } else {
+ // Update only the dirty areas of the screen
+
+ int j, x, y;
+ int stripWide;
+
+ for (i = 0; i < _gridDeep; i++) {
+ stripWide = 0;
+
+ for (j = 0; j < _gridWide; j++) {
+ if (_dirtyGrid[i * _gridWide + j]) {
+ stripWide++;
+ } else if (stripWide) {
+ x = CELLWIDE * (j - stripWide);
+ y = CELLDEEP * i;
+ _vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
+ stripWide = 0;
+ }
+ }
+
+ if (stripWide) {
+ x = CELLWIDE * (j - stripWide);
+ y = CELLDEEP * i;
+ _vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
+ stripWide = 0;
+ }
+ }
+ }
+
+ // Age the dirty cells one generation. This way we keep track
+ // of both the cells that were updated this time, and the ones
+ // that were updated the last time.
+
+ for (i = 0; i < _gridWide * _gridDeep; i++)
+ _dirtyGrid[i] >>= 1;
+ }
+
+ // We always need to update because of fades, menu animations, etc.
+ _vm->_system->updateScreen();
+}
+
+} // End of namespace Sword2