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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 "common/types.h"
+#include "common/rect.h"
+
+#include "graphics/surface.h"
+
+#include "zvision/render_table.h"
+
+class OSystem;
+
+namespace Common {
+class String;
+class SeekableReadStream;
+}
+
+namespace Video {
+class VideoDecoder;
+}
+
+namespace ZVision {
+
+class RenderManager {
+public:
+ RenderManager(OSystem *system, const Common::Rect workingWindow, const Graphics::PixelFormat pixelFormat);
+ ~RenderManager();
+
+private:
+ OSystem *_system;
+ const Graphics::PixelFormat _pixelFormat;
+
+ // A buffer the exact same size as the workingWindow
+ // It's used for panorama/tilt warping and for clearing the workingWindow to a single color
+ uint16 *_workingWindowBuffer;
+
+ /** Width of the working window. Saved to prevent extraneous calls to _workingWindow.width() */
+ const int _workingWidth;
+ /** Height of the working window. Saved to prevent extraneous calls to _workingWindow.height() */
+ const int _workingHeight;
+ /** Center of the screen in the x direction */
+ const int _screenCenterX;
+ /** Center of the screen in the y direction */
+ const int _screenCenterY;
+
+ /**
+ * 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
+ */
+ const Common::Rect _workingWindow;
+ /** Used to warp the background image */
+ RenderTable _renderTable;
+
+ Graphics::Surface _currentBackground;
+ /** The (x1,y1) coordinates of the subRectangle of the background that is currently displayed on the screen */
+ Common::Point _backgroundOffset;
+ /** The width of the current background image */
+ uint16 _backgroundWidth;
+ /** The height of the current background image */
+ uint16 _backgroundHeight;
+
+ /**
+ * The "velocity" at which the background image is panning. We actually store the inverse of velocity (ms/pixel instead of pixels/ms)
+ * because it allows you to accumulate whole pixels 'steps' instead of rounding pixels every frame
+ */
+ int _backgroundInverseVelocity;
+ /** Holds any 'leftover' milliseconds between frames */
+ uint _accumulatedVelocityMilliseconds;
+
+ // TODO: Potentially merge this buffer and _workingWindowBuffer
+ byte *_scaledVideoFrameBuffer;
+
+public:
+ void initialize();
+ /**
+ * Rotates the background image in accordance to the current _backgroundInverseVelocity
+ *
+ * @param deltaTimeInMillis The amount of time that has passed since the last frame
+ */
+ void update(uint deltaTimeInMillis);
+
+ /**
+ * Fills the entire workingWindow with the specified color
+ *
+ * @param color The color to fill the working window with. (In RGB 555)
+ */
+ void clearWorkingWindowToColor(uint16 color);
+
+ /**
+ * Blits the image or a portion of the image to the backbuffer. Actual screen updates won't happen until the end of the frame.
+ * The image will be clipped to fit inside the working window. Coords are in working window space, not screen space!
+ *
+ * @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 renderImageToScreen(const Common::String &fileName, int16 destinationX, int16 destinationY, bool wrap = false);
+
+ /**
+ * Blits the image or a portion of the image to the backbuffer. Actual screen updates won't happen until the end of the frame.
+ * The image will be clipped to fit inside the working window. Coords are in working window space, not screen space!
+ *
+ * @param stream Surface to read the image data from
+ * @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 renderImageToScreen(Graphics::Surface &surface, int16 destinationX, int16 destinationY, bool wrap = false);
+
+ /**
+ * 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);
+
+ /**
+ * Set the background scroll velocity. Negative velocities correspond to left / up scrolling and
+ * positive velocities correspond to right / down scrolling
+ *
+ * @param velocity Velocity
+ */
+ void setBackgroundVelocity(int velocity);
+
+ /**
+ * 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);
+
+ RenderTable *getRenderTable();
+ uint32 getCurrentBackgroundOffset();
+
+private:
+ /**
+ * Renders a subRectangle of an image to the backbuffer. The destinationRect and SubRect
+ * will be clipped to image bound and to working window bounds
+ *
+ * @param buffer Pointer to (0, 0) of the image data
+ * @param imageWidth The width of the original image (not of the subRectangle)
+ * @param imageHeight The width of the original image (not of the subRectangle)
+ * @param horizontalPitch The horizontal pitch of the original image
+ * @param destinationX The x coordinate (in working window space) of where to put the final image
+ * @param destinationY The y coordinate (in working window space) of where to put the final image
+ * @param subRectangle A rectangle representing the part of the image that should be rendered
+ * @param wrap Should the image wrap (tile) if it doesn't completely fill the screen?
+ */
+ void renderSubRectToScreen(Graphics::Surface &surface, int16 destinationX, int16 destinationY, bool wrap);
+
+ void readImageToSurface(const Common::String &fileName, Graphics::Surface &destination);
+
+ void moveBackground(int offset);
+};
+
+} // End of namespace ZVision
+
+#endif