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-rw-r--r--engines/sword2/d_draw.cpp73
-rw-r--r--engines/sword2/module.mk2
-rw-r--r--engines/sword2/rdwin.cpp120
-rw-r--r--engines/sword2/screen.cpp132
4 files changed, 132 insertions, 195 deletions
diff --git a/engines/sword2/d_draw.cpp b/engines/sword2/d_draw.cpp
deleted file mode 100644
index 3e23c4a8af..0000000000
--- a/engines/sword2/d_draw.cpp
+++ /dev/null
@@ -1,73 +0,0 @@
-/* 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"
-#include "sword2/mouse.h"
-#include "sword2/screen.h"
-
-namespace Sword2 {
-
-/**
- * @return the graphics detail setting
- */
-
-int8 Screen::getRenderLevel() {
- return _renderLevel;
-}
-
-void Screen::setRenderLevel(int8 level) {
- _renderLevel = level;
-
- switch (_renderLevel) {
- case 0:
- // Lowest setting: no fancy stuff
- _renderCaps = 0;
- break;
- case 1:
- // Medium-low setting: transparency-blending
- _renderCaps = RDBLTFX_SPRITEBLEND;
- break;
- case 2:
- // Medium-high setting: transparency-blending + shading
- _renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND;
- break;
- case 3:
- // Highest setting: transparency-blending + shading +
- // edge-blending + improved stretching
- _renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
- break;
- }
-}
-
-/**
- * Fill the screen buffer with palette colour zero. Note that it does not
- * touch the menu areas of the screen.
- */
-
-void Screen::clearScene() {
- memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
- _needFullRedraw = true;
-}
-
-} // End of namespace Sword2
diff --git a/engines/sword2/module.mk b/engines/sword2/module.mk
index 7cdd0a976d..f5e79af317 100644
--- a/engines/sword2/module.mk
+++ b/engines/sword2/module.mk
@@ -5,7 +5,6 @@ MODULE_OBJS := \
anims.o \
console.o \
controls.o \
- d_draw.o \
debug.o \
events.o \
function.o \
@@ -20,7 +19,6 @@ MODULE_OBJS := \
music.o \
palette.o \
protocol.o \
- rdwin.o \
render.o \
resman.o \
router.o \
diff --git a/engines/sword2/rdwin.cpp b/engines/sword2/rdwin.cpp
deleted file mode 100644
index 6184df7671..0000000000
--- a/engines/sword2/rdwin.cpp
+++ /dev/null
@@ -1,120 +0,0 @@
-/* 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"
-#include "sword2/screen.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
diff --git a/engines/sword2/screen.cpp b/engines/sword2/screen.cpp
index 8d62d2fa8d..8ed583d242 100644
--- a/engines/sword2/screen.cpp
+++ b/engines/sword2/screen.cpp
@@ -99,6 +99,138 @@ Screen::~Screen() {
free(_lightMask);
}
+/**
+ * @return the graphics detail setting
+ */
+
+int8 Screen::getRenderLevel() {
+ return _renderLevel;
+}
+
+void Screen::setRenderLevel(int8 level) {
+ _renderLevel = level;
+
+ switch (_renderLevel) {
+ case 0:
+ // Lowest setting: no fancy stuff
+ _renderCaps = 0;
+ break;
+ case 1:
+ // Medium-low setting: transparency-blending
+ _renderCaps = RDBLTFX_SPRITEBLEND;
+ break;
+ case 2:
+ // Medium-high setting: transparency-blending + shading
+ _renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND;
+ break;
+ case 3:
+ // Highest setting: transparency-blending + shading +
+ // edge-blending + improved stretching
+ _renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
+ break;
+ }
+}
+
+/**
+ * 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();
+}
+
+/**
+ * Fill the screen buffer with palette colour zero. Note that it does not
+ * touch the menu areas of the screen.
+ */
+
+void Screen::clearScene() {
+ memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
+ _needFullRedraw = true;
+}
+
void Screen::buildDisplay() {
if (_thisScreen.new_palette) {
// start the layer palette fading up