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+/* 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.
+ *
+ */
+
+#ifndef ZVISION_RENDER_MANAGER_H
+#define ZVISION_RENDER_MANAGER_H
+
+#include "zvision/graphics/render_table.h"
+#include "zvision/text/truetype_font.h"
+
+#include "common/rect.h"
+#include "common/hashmap.h"
+
+#include "graphics/surface.h"
+
+#include "graphics_effect.h"
+
+class OSystem;
+
+namespace Common {
+class String;
+class SeekableReadStream;
+}
+
+namespace Video {
+class VideoDecoder;
+}
+
+namespace ZVision {
+
+class RenderManager {
+public:
+ RenderManager(ZVision *engine, uint32 windowWidth, uint32 windowHeight, const Common::Rect workingWindow, const Graphics::PixelFormat pixelFormat, bool doubleFPS);
+ ~RenderManager();
+
+private:
+ struct OneSubtitle {
+ Common::Rect r;
+ Common::String txt;
+ int16 timer;
+ bool todelete;
+ bool redraw;
+ };
+
+ typedef Common::HashMap<uint16, OneSubtitle> SubtitleMap;
+ typedef Common::List<GraphicsEffect *> EffectsList;
+
+private:
+ ZVision *_engine;
+ OSystem *_system;
+ const Graphics::PixelFormat _pixelFormat;
+
+ /**
+ * A Rectangle centered inside the actual window. All in-game coordinates
+ * are given in this coordinate space. Also, all images are clipped to the
+ * edges of this Rectangle
+ */
+ Common::Rect _workingWindow;
+
+ // Center of the screen in the x direction
+ const int _screenCenterX;
+ // Center of the screen in the y direction
+ const int _screenCenterY;
+
+ /** A buffer for background image that's being used to create the background */
+ Graphics::Surface _currentBackgroundImage;
+ Common::Rect _backgroundDirtyRect;
+
+ /**
+ * The x1 or y1 offset of the subRectangle of the background that is currently displayed on the screen
+ * It will be x1 if PANORAMA, or y1 if TILT
+ */
+ int16 _backgroundOffset;
+ /** The width of the current background image */
+ uint16 _backgroundWidth;
+ /** The height of the current background image */
+ uint16 _backgroundHeight;
+
+ // A buffer that holds the portion of the background that is used to render the final image
+ // If it's a normal scene, the pixels will be blitted directly to the screen
+ // If it's a panorma / tilt scene, the pixels will be first warped to _warpedSceneSurface
+ Graphics::Surface _backgroundSurface;
+ Common::Rect _backgroundSurfaceDirtyRect;
+
+ // A buffer for subtitles
+ Graphics::Surface _subtitleSurface;
+
+ // Rectangle for subtitles area
+ Common::Rect _subtitleArea;
+
+ // A buffer for menu drawing
+ Graphics::Surface _menuSurface;
+ Common::Rect _menuSurfaceDirtyRect;
+
+ // Rectangle for menu area
+ Common::Rect _menuArea;
+
+ // A buffer used for apply graphics effects
+ Graphics::Surface _effectSurface;
+
+ // A buffer to store the result of the panorama / tilt warps
+ Graphics::Surface _warpedSceneSurface;
+
+
+ /** Used to warp the background image */
+ RenderTable _renderTable;
+
+ // Internal subtitles counter
+ uint16 _subid;
+
+ // Subtitle list
+ SubtitleMap _subsList;
+
+ // Visual effects list
+ EffectsList _effects;
+
+ bool _doubleFPS;
+
+public:
+ void initialize();
+
+ /**
+ * Renders the scene to the screen
+ */
+ void renderSceneToScreen();
+
+ void copyToScreen(const Graphics::Surface &surface, Common::Rect &rect, int16 srcLeft, int16 srcTop);
+
+ /**
+ * Blits the image or a portion of the image to the background.
+ *
+ * @param fileName Name of the image file
+ * @param destinationX X position where the image should be put. Coords are in working window space, not screen space!
+ * @param destinationY Y position where the image should be put. Coords are in working window space, not screen space!
+ */
+ void renderImageToBackground(const Common::String &fileName, int16 destinationX, int16 destinationY);
+
+ /**
+ * Blits the image or a portion of the image to the background.
+ *
+ * @param fileName Name of the image file
+ * @param destX X position where the image should be put. Coords are in working window space, not screen space!
+ * @param destY Y position where the image should be put. Coords are in working window space, not screen space!
+ * @param colorkey Transparent color
+ */
+ void renderImageToBackground(const Common::String &fileName, int16 destX, int16 destY, uint32 colorkey);
+
+ /**
+ * Blits the image or a portion of the image to the background.
+ *
+ * @param fileName Name of the image file
+ * @param destX X position where the image should be put. Coords are in working window space, not screen space!
+ * @param destY Y position where the image should be put. Coords are in working window space, not screen space!
+ * @param keyX X position of transparent color
+ * @param keyY Y position of transparent color
+ */
+ void renderImageToBackground(const Common::String &fileName, int16 destX, int16 destY, int16 keyX, int16 keyY);
+
+ /**
+ * Sets the current background image to be used by the RenderManager and immediately
+ * blits it to the screen. (It won't show up until the end of the frame)
+ *
+ * @param fileName The name of the image file
+ */
+ void setBackgroundImage(const Common::String &fileName);
+
+ /**
+ * Set the background position (_backgroundOffset). If the current RenderState is PANORAMA, the offset
+ * will be in the horizontal direction. If the current RenderState is TILT, the offset will be in the
+ * vertical direction.
+ *
+ * This method will not render anything on the screen. So if nothing else is called that renders the
+ * background, the change won't be seen until next frame.
+ *
+ * @param offset The amount to offset the background
+ */
+ void setBackgroundPosition(int offset);
+
+ /**
+ * Converts a point in screen coordinate space to image coordinate space
+ *
+ * @param point Point in screen coordinate space
+ * @return Point in image coordinate space
+ */
+ const Common::Point screenSpaceToImageSpace(const Common::Point &point);
+
+ // Return pointer of RenderTable object
+ RenderTable *getRenderTable();
+
+ // Return current background offset
+ uint32 getCurrentBackgroundOffset();
+
+ /**
+ * Creates a copy of surface and transposes the data.
+ *
+ * Note: The user is responsible for calling free() on the returned surface
+ * and then deleting it
+ *
+ * @param surface The data to be transposed
+ * @return A copy of the surface with the data transposed
+ */
+ static Graphics::Surface *tranposeSurface(const Graphics::Surface *surface);
+
+ // Scale buffer (nearest)
+ void scaleBuffer(const void *src, void *dst, uint32 srcWidth, uint32 srcHeight, byte bytesPerPixel, uint32 dstWidth, uint32 dstHeight);
+
+ // Blitting surface-to-surface methods
+ void blitSurfaceToSurface(const Graphics::Surface &src, const Common::Rect &_srcRect , Graphics::Surface &dst, int x, int y);
+ void blitSurfaceToSurface(const Graphics::Surface &src, const Common::Rect &_srcRect , Graphics::Surface &dst, int _x, int _y, uint32 colorkey);
+
+ // Blitting surface-to-background methods
+ void blitSurfaceToBkg(const Graphics::Surface &src, int x, int y, int32 colorkey = -1);
+
+ // Blitting surface-to-background methods with scale
+ void blitSurfaceToBkgScaled(const Graphics::Surface &src, const Common::Rect &_dstRect, int32 colorkey = -1);
+
+ // Blitting surface-to-menu methods
+ void blitSurfaceToMenu(const Graphics::Surface &src, int x, int y, int32 colorkey = -1);
+
+ // Subtitles methods
+
+ void initSubArea(uint32 windowWidth, uint32 windowHeight, const Common::Rect workingWindow);
+
+ // Create subtitle area and return ID
+ uint16 createSubArea(const Common::Rect &area);
+ uint16 createSubArea();
+
+ // Delete subtitle by ID
+ void deleteSubArea(uint16 id);
+ void deleteSubArea(uint16 id, int16 delay);
+
+ // Update subtitle area
+ void updateSubArea(uint16 id, const Common::String &txt);
+
+ // Processing subtitles
+ void processSubs(uint16 deltatime);
+
+ // Return background size
+ Common::Point getBkgSize();
+
+ // Return portion of background as new surface
+ Graphics::Surface *getBkgRect(Common::Rect &rect);
+
+ // Load image into new surface
+ Graphics::Surface *loadImage(Common::String file);
+ Graphics::Surface *loadImage(Common::String file, bool transposed);
+
+ // Clear whole/area of menu surface
+ void clearMenuSurface();
+ void clearMenuSurface(const Common::Rect &r);
+
+ // Copy menu buffer to screen
+ void renderMenuToScreen();
+
+ // Copy needed portion of background surface to workingWindow surface
+ void prepareBackground();
+
+ /**
+ * Reads an image file pixel data into a Surface buffer. Also, if the image
+ * is transposed, it will un-transpose the pixel data. The function will
+ * call destination::create() if the dimensions of destination do not match
+ * up with the dimensions of the image.
+ *
+ * @param fileName The name of a .tga file
+ * @param destination A reference to the Surface to store the pixel data in
+ */
+ void readImageToSurface(const Common::String &fileName, Graphics::Surface &destination);
+
+ /**
+ * Reads an image file pixel data into a Surface buffer. Also, if the image
+ * is transposed, it will un-transpose the pixel data. The function will
+ * call destination::create() if the dimensions of destination do not match
+ * up with the dimensions of the image.
+ *
+ * @param fileName The name of a .tga file
+ * @param destination A reference to the Surface to store the pixel data in
+ * @param transposed Transpose flag
+ */
+ void readImageToSurface(const Common::String &fileName, Graphics::Surface &destination, bool transposed);
+
+ // Add visual effect to effects list
+ void addEffect(GraphicsEffect *_effect);
+
+ // Delete effect(s) by ID (ID equal to slot of action:region that create this effect)
+ void deleteEffect(uint32 ID);
+
+ // Create "mask" for effects - (color +/- depth) will be selected as not transparent. Like color selection
+ // xy - base color
+ // depth - +/- of base color
+ // rect - rectangle where select pixels
+ // minD - if not NULL will recieve real bottom border of depth
+ // maxD - if not NULL will recieve real top border of depth
+ EffectMap *makeEffectMap(const Common::Point &xy, int16 depth, const Common::Rect &rect, int8 *minD, int8 *maxD);
+
+ // Create "mask" for effects by simple transparent color
+ EffectMap *makeEffectMap(const Graphics::Surface &surf, uint16 transp);
+
+ // Return background rectangle in screen coordinates
+ Common::Rect transformBackgroundSpaceRectToScreenSpace(const Common::Rect &src);
+
+ // Mark whole background surface as dirty
+ void markDirty();
+
+#if 0
+ // Fill background surface by color
+ void bkgFill(uint8 r, uint8 g, uint8 b);
+#endif
+
+ bool askQuestion(const Common::String &str);
+ void delayedMessage(const Common::String &str, uint16 milsecs);
+ void timedMessage(const Common::String &str, uint16 milsecs);
+ void showDebugMsg(const Common::String &msg, int16 delay = 3000);
+
+ void checkBorders();
+ void rotateTo(int16 to, int16 time);
+ void updateRotation();
+
+ void upscaleRect(Common::Rect &rect);
+};
+
+} // End of namespace ZVision
+
+#endif