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path: root/engines/wintermute/BSurfaceSDL.cpp
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Diffstat (limited to 'engines/wintermute/BSurfaceSDL.cpp')
-rw-r--r--engines/wintermute/BSurfaceSDL.cpp122
1 files changed, 61 insertions, 61 deletions
diff --git a/engines/wintermute/BSurfaceSDL.cpp b/engines/wintermute/BSurfaceSDL.cpp
index fccea082a5..e52bfb9561 100644
--- a/engines/wintermute/BSurfaceSDL.cpp
+++ b/engines/wintermute/BSurfaceSDL.cpp
@@ -44,28 +44,28 @@ namespace WinterMute {
//////////////////////////////////////////////////////////////////////////
CBSurfaceSDL::CBSurfaceSDL(CBGame *inGame) : CBSurface(inGame) {
- m_Texture = NULL;
- m_AlphaMask = NULL;
+ _texture = NULL;
+ _alphaMask = NULL;
- m_LockPixels = NULL;
- m_LockPitch = 0;
+ _lockPixels = NULL;
+ _lockPitch = 0;
}
//////////////////////////////////////////////////////////////////////////
CBSurfaceSDL::~CBSurfaceSDL() {
//TODO
#if 0
- if (m_Texture) SDL_DestroyTexture(m_Texture);
- delete[] m_AlphaMask;
- m_AlphaMask = NULL;
+ if (_texture) SDL_DestroyTexture(_texture);
+ delete[] _alphaMask;
+ _alphaMask = NULL;
- Game->AddMem(-m_Width * m_Height * 4);
+ Game->AddMem(-_width * _height * 4);
#endif
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::Create(char *Filename, bool default_ck, byte ck_red, byte ck_green, byte ck_blue, int LifeTime, bool KeepLoaded) {
- CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->m_Renderer);
+ CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer);
Common::String strFileName(Filename);
Graphics::ImageDecoder *imgDecoder;
@@ -78,12 +78,12 @@ HRESULT CBSurfaceSDL::Create(char *Filename, bool default_ck, byte ck_red, byte
error("CBSurfaceSDL::Create : Unsupported fileformat %s", Filename);
}
- CBFile *file = Game->m_FileManager->OpenFile(Filename);
+ CBFile *file = Game->_fileManager->OpenFile(Filename);
if (!file) return E_FAIL;
imgDecoder->loadStream(*file->getMemStream());
const Graphics::Surface *surface = imgDecoder->getSurface();
- Game->m_FileManager->CloseFile(file);
+ Game->_fileManager->CloseFile(file);
if (default_ck) {
ck_red = 255;
@@ -91,8 +91,8 @@ HRESULT CBSurfaceSDL::Create(char *Filename, bool default_ck, byte ck_red, byte
ck_blue = 255;
}
- m_Width = surface->w;
- m_Height = surface->h;
+ _width = surface->w;
+ _height = surface->h;
bool isSaveGameGrayscale = scumm_strnicmp(Filename, "savegame:", 9) == 0 && (Filename[strFileName.size() - 1] == 'g' || Filename[strFileName.size() - 1] == 'G');
if (isSaveGameGrayscale) {
@@ -124,18 +124,18 @@ HRESULT CBSurfaceSDL::Create(char *Filename, bool default_ck, byte ck_red, byte
uint32 bmask = surface->format.bMax() << surface->format.bShift;
uint32 amask = surface->format.aMax();
- SDL_Surface *surf = SDL_CreateRGBSurfaceFrom(surface->pixels, m_Width, m_Height, surface->format.bytesPerPixel * 8, surface->pitch, rmask, gmask, bmask, amask);
+ SDL_Surface *surf = SDL_CreateRGBSurfaceFrom(surface->pixels, _width, _height, surface->format.bytesPerPixel * 8, surface->pitch, rmask, gmask, bmask, amask);
// no alpha, set color key
if (surface->format.bytesPerPixel != 4)
SDL_SetColorKey(surf, SDL_TRUE, SDL_MapRGB(surf->format, ck_red, ck_green, ck_blue));
//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best"); //TODO
- //m_Texture = SdlUtil::CreateTextureFromSurface(renderer->GetSdlRenderer(), surf);
+ //_texture = SdlUtil::CreateTextureFromSurface(renderer->GetSdlRenderer(), surf);
warning("Surface-textures not fully ported yet");
#if 0
- m_Texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surf);
- if (!m_Texture) {
+ _texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surf);
+ if (!_texture) {
SDL_FreeSurface(surf);
delete imgDecoder;
return E_FAIL;
@@ -146,25 +146,25 @@ HRESULT CBSurfaceSDL::Create(char *Filename, bool default_ck, byte ck_red, byte
SDL_FreeSurface(surf);
delete imgDecoder; // TODO: Update this if ImageDecoder doesn't end up owning the surface.
- m_CKDefault = default_ck;
- m_CKRed = ck_red;
- m_CKGreen = ck_green;
- m_CKBlue = ck_blue;
+ _cKDefault = default_ck;
+ _cKRed = ck_red;
+ _cKGreen = ck_green;
+ _cKBlue = ck_blue;
- if (!m_Filename || scumm_stricmp(m_Filename, Filename) != 0) {
+ if (!_filename || scumm_stricmp(_filename, Filename) != 0) {
SetFilename(Filename);
}
- if (m_LifeTime == 0 || LifeTime == -1 || LifeTime > m_LifeTime)
- m_LifeTime = LifeTime;
+ if (_lifeTime == 0 || LifeTime == -1 || LifeTime > _lifeTime)
+ _lifeTime = LifeTime;
- m_KeepLoaded = KeepLoaded;
- if (m_KeepLoaded) m_LifeTime = -1;
+ _keepLoaded = KeepLoaded;
+ if (_keepLoaded) _lifeTime = -1;
- m_Valid = true;
+ _valid = true;
- Game->AddMem(m_Width * m_Height * 4);
+ Game->AddMem(_width * _height * 4);
#endif
return S_OK;
@@ -172,8 +172,8 @@ HRESULT CBSurfaceSDL::Create(char *Filename, bool default_ck, byte ck_red, byte
//////////////////////////////////////////////////////////////////////////
void CBSurfaceSDL::GenAlphaMask(SDL_Surface *surface) {
- delete[] m_AlphaMask;
- m_AlphaMask = NULL;
+ delete[] _alphaMask;
+ _alphaMask = NULL;
if (!surface) return;
SDL_LockSurface(surface);
@@ -186,7 +186,7 @@ void CBSurfaceSDL::GenAlphaMask(SDL_Surface *surface) {
SDL_GetRGB(colorKey, surface->format, &ckRed, &ckGreen, &ckBlue);
} else hasColorKey = false;
*/ //TODO
- m_AlphaMask = new byte[surface->w * surface->h];
+ _alphaMask = new byte[surface->w * surface->h];
bool hasTransparency = false;
for (int y = 0; y < surface->h; y++) {
@@ -199,7 +199,7 @@ void CBSurfaceSDL::GenAlphaMask(SDL_Surface *surface) {
if (hasColorKey && r == ckRed && g == ckGreen && b == ckBlue)
a = 0;
- m_AlphaMask[y * surface->w + x] = a;
+ _alphaMask[y * surface->w + x] = a;
if (a < 255) hasTransparency = true;
}
}
@@ -207,8 +207,8 @@ void CBSurfaceSDL::GenAlphaMask(SDL_Surface *surface) {
SDL_UnlockSurface(surface);
if (!hasTransparency) {
- delete[] m_AlphaMask;
- m_AlphaMask = NULL;
+ delete[] _alphaMask;
+ _alphaMask = NULL;
}
}
@@ -247,15 +247,15 @@ Uint32 CBSurfaceSDL::GetPixel(SDL_Surface *surface, int x, int y) {
HRESULT CBSurfaceSDL::Create(int Width, int Height) {
warning("SurfaceSDL::Create not ported yet"); //TODO
#if 0
- CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->m_Renderer);
- m_Texture = SDL_CreateTexture(renderer->GetSdlRenderer(), SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Width, Height);
+ CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer);
+ _texture = SDL_CreateTexture(renderer->GetSdlRenderer(), SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Width, Height);
- m_Width = Width;
- m_Height = Height;
+ _width = Width;
+ _height = Height;
- Game->AddMem(m_Width * m_Height * 4);
+ Game->AddMem(_width * _height * 4);
- m_Valid = true;
+ _valid = true;
#endif
return S_OK;
}
@@ -264,15 +264,15 @@ HRESULT CBSurfaceSDL::Create(int Width, int Height) {
HRESULT CBSurfaceSDL::CreateFromSDLSurface(SDL_Surface *surface) {
warning("CBSurfaceSDL::CreateFromSDLSurface not ported yet"); //TODO
#if 0
- CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->m_Renderer);
- m_Texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surface);
+ CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer);
+ _texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surface);
- m_Width = surface->w;
- m_Height = surface->h;
+ _width = surface->w;
+ _height = surface->h;
- Game->AddMem(m_Width * m_Height * 4);
+ Game->AddMem(_width * _height * 4);
- m_Valid = true;
+ _valid = true;
#endif
return S_OK;
}
@@ -282,7 +282,7 @@ bool CBSurfaceSDL::IsTransparentAt(int X, int Y) {
int access;
int width, height;
warning("CBSurfaceSDL::IsTransparentAt not ported yet");
- //SDL_QueryTexture(m_Texture, NULL, &access, &width, &height); //TODO
+ //SDL_QueryTexture(_texture, NULL, &access, &width, &height); //TODO
//if (access != SDL_TEXTUREACCESS_STREAMING) return false;
if (X < 0 || X >= width || Y < 0 || Y >= height) return true;
@@ -296,21 +296,21 @@ bool CBSurfaceSDL::IsTransparentAt(int X, int Y) {
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::IsTransparentAtLite(int X, int Y) {
- //if (!m_LockPixels) return false;
+ //if (!_lockPixels) return false;
Uint32 format;
int access;
int width, height;
warning("CBSurfaceSDL::IsTransparentAtLite not ported yet");
- //SDL_QueryTexture(m_Texture, &format, &access, &width, &height);
+ //SDL_QueryTexture(_texture, &format, &access, &width, &height);
//if (access != SDL_TEXTUREACCESS_STREAMING) return false;
if (X < 0 || X >= width || Y < 0 || Y >= height) return true;
- if (!m_AlphaMask) return false;
- else return m_AlphaMask[Y * width + X] <= 128;
+ if (!_alphaMask) return false;
+ else return _alphaMask[Y * width + X] <= 128;
/*
- Uint32* dst = (Uint32*)((Uint8*)m_LockPixels + Y * m_LockPitch);
+ Uint32* dst = (Uint32*)((Uint8*)_lockPixels + Y * _lockPitch);
Uint32 pixel = dst[X];
SDL_PixelFormat* pixelFormat = SDL_AllocFormat(format);
@@ -324,13 +324,13 @@ bool CBSurfaceSDL::IsTransparentAtLite(int X, int Y) {
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::StartPixelOp() {
- //SDL_LockTexture(m_Texture, NULL, &m_LockPixels, &m_LockPitch);
+ //SDL_LockTexture(_texture, NULL, &_lockPixels, &_lockPitch);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::EndPixelOp() {
- //SDL_UnlockTexture(m_Texture);
+ //SDL_UnlockTexture(_texture);
return S_OK;
}
@@ -370,9 +370,9 @@ HRESULT CBSurfaceSDL::DisplayTransform(int X, int Y, int HotX, int HotY, RECT Re
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::DrawSprite(int X, int Y, RECT *Rect, float ZoomX, float ZoomY, uint32 Alpha, bool AlphaDisable, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY, int offsetX, int offsetY) {
- CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->m_Renderer);
+ CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer);
- if (renderer->m_ForceAlphaColor != 0) Alpha = renderer->m_ForceAlphaColor;
+ if (renderer->_forceAlphaColor != 0) Alpha = renderer->_forceAlphaColor;
byte r = D3DCOLGetR(Alpha);
byte g = D3DCOLGetG(Alpha);
@@ -381,13 +381,13 @@ HRESULT CBSurfaceSDL::DrawSprite(int X, int Y, RECT *Rect, float ZoomX, float Zo
warning("CBSurfaceSDL::DrawSprite not ported yet"); // TODO.
#if 0
- SDL_SetTextureColorMod(m_Texture, r, g, b);
- SDL_SetTextureAlphaMod(m_Texture, a);
+ SDL_SetTextureColorMod(_texture, r, g, b);
+ SDL_SetTextureAlphaMod(_texture, a);
if (AlphaDisable)
- SDL_SetTextureBlendMode(m_Texture, SDL_BLENDMODE_NONE);
+ SDL_SetTextureBlendMode(_texture, SDL_BLENDMODE_NONE);
else
- SDL_SetTextureBlendMode(m_Texture, SDL_BLENDMODE_BLEND);
+ SDL_SetTextureBlendMode(_texture, SDL_BLENDMODE_BLEND);
SDL_Rect srcRect;
srcRect.x = Rect->left;
@@ -406,7 +406,7 @@ HRESULT CBSurfaceSDL::DrawSprite(int X, int Y, RECT *Rect, float ZoomX, float Zo
position.x += offsetX;
position.y += offsetY;
- SDL_RenderCopy(renderer->GetSdlRenderer(), m_Texture, &srcRect, &position);
+ SDL_RenderCopy(renderer->GetSdlRenderer(), _texture, &srcRect, &position);
#endif
return S_OK;