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-rw-r--r--engines/m4/graphics.cpp190
1 files changed, 137 insertions, 53 deletions
diff --git a/engines/m4/graphics.cpp b/engines/m4/graphics.cpp
index dd18972eec..fc5cb0f9f9 100644
--- a/engines/m4/graphics.cpp
+++ b/engines/m4/graphics.cpp
@@ -401,41 +401,33 @@ void M4Surface::copyFrom(M4Surface *src, const Common::Rect &srcBounds, int dest
*/
void M4Surface::copyFrom(M4Surface *src, int destX, int destY, int depth, M4Surface *depthsSurface,
int scale, int transparentColour) {
- /* TODO: This isn't a straight re-implementation of the original draw routine. Double check in future
- * whether this implementation provides equivalent functionality
- */
- Common::Rect copyRect(0, 0, src->width(), src->height());
- if (destX < 0) {
- copyRect.left += -destX;
- destX = 0;
- } else if (destX + copyRect.width() > w) {
- copyRect.right -= destX + copyRect.width() - w;
- }
- if (destY < 0) {
- copyRect.top += -destY;
- destY = 0;
- } else if (destY + copyRect.height() > h) {
- copyRect.bottom -= destY + copyRect.height() - h;
- }
-
- if (!copyRect.isValidRect())
- return;
+ if (scale == 100) {
+ // Copy the specified area
+ Common::Rect copyRect(0, 0, src->width(), src->height());
+
+ if (destX < 0) {
+ copyRect.left += -destX;
+ destX = 0;
+ } else if (destX + copyRect.width() > w) {
+ copyRect.right -= destX + copyRect.width() - w;
+ }
+ if (destY < 0) {
+ copyRect.top += -destY;
+ destY = 0;
+ } else if (destY + copyRect.height() > h) {
+ copyRect.bottom -= destY + copyRect.height() - h;
+ }
- if (scale != 100) {
- destX -= (src->width() * scale / 100) / 2;
- destY -= (src->height() * scale / 100);
- }
+ if (!copyRect.isValidRect())
+ return;
- // Copy the specified area
+ byte *data = src->getBasePtr();
+ byte *srcPtr = data + (src->width() * copyRect.top + copyRect.left);
+ byte *depthsData = depthsSurface->getBasePtr();
+ byte *depthsPtr = depthsData + (src->width() * copyRect.top + copyRect.left);
+ byte *destPtr = (byte *)pixels + (destY * width()) + destX;
- byte *data = src->getBasePtr();
- byte *srcPtr = data + (src->width() * copyRect.top + copyRect.left);
- byte *depthsData = depthsSurface->getBasePtr();
- byte *depthsPtr = depthsData + (src->width() * copyRect.top + copyRect.left);
- byte *destPtr = (byte *)pixels + (destY * width()) + destX;
-
- if (scale == 100) {
// 100% scaling variation
for (int rowCtr = 0; rowCtr < copyRect.height(); ++rowCtr) {
// Copy each byte one at a time checking against the depth
@@ -448,35 +440,127 @@ void M4Surface::copyFrom(M4Surface *src, int destX, int destY, int depth, M4Surf
depthsPtr += depthsSurface->width();
destPtr += width();
}
- } else {
- // Scaled variation
- int currY = -1;
- for (int rowCtr = 0, yTotal = 0; rowCtr < copyRect.height(); ++rowCtr, yTotal += scale,
- srcPtr += src->width(), depthsPtr += depthsSurface->width()) {
- int srcY = yTotal / 100;
- if (srcY == currY)
+ src->freeData();
+ depthsSurface->freeData();
+ return;
+ }
+
+ // Start of draw logic for scaled sprites
+ const byte *srcPixelsP = src->getBasePtr();
+
+ int destRight = this->width() - 1;
+ int destBottom = this->height() - 1;
+ bool normalFrame = true; // TODO: false for negative frame numbers
+ int frameWidth = src->width();
+ int frameHeight = src->height();
+
+ int highestDim = MAX(frameWidth, frameHeight);
+ bool lineDist[MADS_SURFACE_WIDTH];
+ int distIndex = 0;
+ int distXCount = 0, distYCount = 0;
+
+ int distCtr = 0;
+ do {
+ distCtr += scale;
+ if (distCtr < 100) {
+ lineDist[distIndex] = false;
+ } else {
+ lineDist[distIndex] = true;
+ distCtr -= 100;
+
+ if (distIndex < frameWidth)
+ ++distXCount;
+
+ if (distIndex < frameHeight)
+ ++distYCount;
+ }
+ } while (++distIndex < highestDim);
+
+ destX -= distXCount / 2;
+ destY -= distYCount - 1;
+
+ // Check x bounding area
+ int spriteLeft = 0;
+ int spriteWidth = distXCount;
+ int widthAmount = destX + distXCount - 1;
+
+ if (destX < 0) {
+ spriteWidth += destX;
+ spriteLeft -= destX;
+ }
+ widthAmount -= destRight;
+ if (widthAmount > 0)
+ spriteWidth -= widthAmount;
+
+ int spriteRight = spriteLeft + spriteWidth;
+ if (spriteWidth <= 0)
+ return;
+ if (!normalFrame) {
+ destX += distXCount - 1;
+ spriteLeft = -(distXCount - spriteRight);
+ spriteRight = (-spriteLeft + spriteWidth);
+ }
+
+ // Check y bounding area
+ int spriteTop = 0;
+ int spriteHeight = distYCount;
+ int heightAmount = destY + distYCount - 1;
+
+ if (destY < 0) {
+ spriteHeight += destY;
+ spriteTop -= destY;
+ }
+ heightAmount -= destBottom;
+ if (heightAmount > 0)
+ spriteHeight -= heightAmount;
+ int spriteBottom = spriteTop + spriteHeight;
+
+ if (spriteHeight <= 0)
+ return;
+
+ byte *destPixelsP = this->getBasePtr(destX + spriteLeft, destY + spriteTop);
+ const byte *depthPixelsP = depthsSurface->getBasePtr(destX + spriteLeft, destY + spriteTop);
+
+ spriteLeft = (spriteLeft * (normalFrame ? 1 : -1));
+
+ // Loop through the lines of the sprite
+ for (int yp = 0, sprY = -1; yp < frameHeight; ++yp, srcPixelsP += src->pitch) {
+ if (!lineDist[yp])
+ // Not a display line, so skip it
+ continue;
+ // Check whether the sprite line is in the display range
+ ++sprY;
+ if ((sprY >= spriteBottom) || (sprY < spriteTop))
+ continue;
+
+ // Found a line to display. Loop through the pixels
+ const byte *srcP = srcPixelsP;
+ const byte *depthP = depthPixelsP;
+ byte *destP = destPixelsP;
+ for (int xp = 0, sprX = 0; xp < frameWidth; ++xp, ++srcP) {
+ if (xp < spriteLeft)
+ // Not yet reached start of display area
+ continue;
+ if (!lineDist[sprX++])
+ // Not a display pixel
continue;
- currY = srcY;
-
- // Loop through the source pixels
- int currX = -1;
- byte *destP = destPtr;
- for (int xCtr = 0, xTotal = 0; xCtr < copyRect.width(); ++xCtr, xTotal += scale) {
- int srcX = xTotal / 100;
- if (srcX == currX)
- continue;
- currX = srcX;
-
- if ((depthsPtr[currX] > depth) && (srcPtr[xCtr] != transparentColour))
- *destP++ = srcPtr[xCtr];
- }
- destPtr += width();
+ if (depth <= *depthP)
+ *destP = *srcP;
+
+ ++destP;
+ ++depthP;
}
+
+ // Move to the next destination line
+ destPixelsP += this->pitch;
+ depthPixelsP += depthsSurface->pitch;
}
+
src->freeData();
depthsSurface->freeData();
+ this->freeData();
}
void M4Surface::loadBackgroundRiddle(const char *sceneName) {