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-rw-r--r--sword2/anims.cpp6
-rw-r--r--sword2/build_display.cpp129
-rw-r--r--sword2/console.cpp14
-rw-r--r--sword2/controls.cpp70
-rw-r--r--sword2/driver/_mouse.cpp162
-rw-r--r--sword2/driver/_mouse.h4
-rw-r--r--sword2/driver/d_draw.cpp158
-rw-r--r--sword2/driver/d_draw.h202
-rw-r--r--sword2/driver/d_sound.cpp2
-rw-r--r--sword2/driver/driver96.h101
-rw-r--r--sword2/driver/menu.cpp164
-rw-r--r--sword2/driver/palette.cpp142
-rw-r--r--sword2/driver/palette.h5
-rw-r--r--sword2/driver/rdwin.cpp39
-rw-r--r--sword2/driver/rdwin.h2
-rw-r--r--sword2/driver/render.cpp371
-rw-r--r--sword2/driver/render.h14
-rw-r--r--sword2/driver/sprite.cpp140
-rw-r--r--sword2/function.cpp51
-rw-r--r--sword2/icons.cpp14
-rw-r--r--sword2/layers.cpp29
-rw-r--r--sword2/logic.cpp5
-rw-r--r--sword2/maketext.cpp4
-rw-r--r--sword2/mem_view.cpp5
-rw-r--r--sword2/mouse.cpp99
-rw-r--r--sword2/resman.cpp77
-rw-r--r--sword2/speech.cpp18
-rw-r--r--sword2/startup.cpp4
-rw-r--r--sword2/sword2.cpp44
-rw-r--r--sword2/sword2.h3
-rw-r--r--sword2/walker.cpp3
31 files changed, 944 insertions, 1137 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index c49e4e48f7..49e51ba243 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -776,14 +776,14 @@ int32 FN_play_sequence(int32 *params) {
// now clear the screen in case the Sequence was quitted (using ESC)
// rather than fading down to black
- EraseBackBuffer();
+ g_display->clearScene();
// zero the entire palette in case we're about to fade up!
- _palEntry pal[256];
+ _palEntry pal[256];
memset(pal, 0, 256 * sizeof(_palEntry));
- BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
+ g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
debug(5, "FN_play_sequence FINISHED");
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp
index a4c14d663d..c0cfb46080 100644
--- a/sword2/build_display.cpp
+++ b/sword2/build_display.cpp
@@ -108,7 +108,6 @@ void Send_fore_par1_frames(void);
// ---------------------------------------------------------------------------
void Build_display(void) {
- bool end;
#ifdef _SWORD2_DEBUG
uint8 pal[12] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0 };
#endif
@@ -133,25 +132,21 @@ void Build_display(void) {
// there is a valid screen to run
if (!console_status && this_screen.background_layer_id) {
// set the scroll position
- SetScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y);
+ g_display->setScrollTarget(this_screen.scroll_offset_x, this_screen.scroll_offset_y);
// increment the mouse frame
- AnimateMouse();
+ g_display->animateMouse();
- StartRenderCycle();
+ g_display->startRenderCycle();
while (1) {
- // START OF RENDER CYCLE
-
- // ---------------------------------------------------
// clear the back buffer, before building up the new
// screen from the back forwards
// FIXME: I'm not convinced that this is needed. Isn't
// the whole screen redrawn each time?
- // EraseBackBuffer();
+ // g_display->clearScene();
- // ---------------------------------------------------
// first background parallax + related anims
// open the screen resource
@@ -159,7 +154,7 @@ void Build_display(void) {
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[0]) {
- RenderParallax(FetchBackgroundParallaxLayer(file, 0), 0);
+ g_display->renderParallax(FetchBackgroundParallaxLayer(file, 0), 0);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
@@ -169,7 +164,6 @@ void Build_display(void) {
res_man.close(this_screen.background_layer_id);
}
- // ---------------------------------------------------
// second background parallax + related anims
// open the screen resource
@@ -177,7 +171,7 @@ void Build_display(void) {
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->bg_parallax[1]) {
- RenderParallax(FetchBackgroundParallaxLayer(file, 1), 1);
+ g_display->renderParallax(FetchBackgroundParallaxLayer(file, 1), 1);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
@@ -187,16 +181,14 @@ void Build_display(void) {
res_man.close(this_screen.background_layer_id);
}
- // ---------------------------------------------------
// normal backround layer (just the one!)
// open the screen resource
file = res_man.open(this_screen.background_layer_id);
- RenderParallax(FetchBackgroundLayer(file), 2);
+ g_display->renderParallax(FetchBackgroundLayer(file), 2);
// release the screen resource
res_man.close(this_screen.background_layer_id);
- // ---------------------------------------------------
// sprites & layers
Send_back_frames(); // background sprites
@@ -204,7 +196,6 @@ void Build_display(void) {
Send_sort_frames(); // sorted sprites & layers
Send_fore_frames(); // foreground sprites
- // ---------------------------------------------------
// first foreground parallax + related anims
// open the screen resource
@@ -212,7 +203,7 @@ void Build_display(void) {
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[0]) {
- RenderParallax(FetchForegroundParallaxLayer(file, 0), 3);
+ g_display->renderParallax(FetchForegroundParallaxLayer(file, 0), 3);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
@@ -222,7 +213,6 @@ void Build_display(void) {
res_man.close(this_screen.background_layer_id);
}
- //----------------------------------------------------
// second foreground parallax + related anims
// open the screen resource
@@ -230,7 +220,7 @@ void Build_display(void) {
screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
if (screenLayerTable->fg_parallax[1]) {
- RenderParallax(FetchForegroundParallaxLayer(file, 1), 4);
+ g_display->renderParallax(FetchForegroundParallaxLayer(file, 1), 4);
// release the screen resource before cacheing
// the sprites
res_man.close(this_screen.background_layer_id);
@@ -240,29 +230,24 @@ void Build_display(void) {
res_man.close(this_screen.background_layer_id);
}
- // ---------------------------------------------------
// walkgrid, mouse & player markers & mouse area
// rectangle
Draw_debug_graphics();
- // ---------------------------------------------------
// text blocks
// speech blocks and headup debug text
fontRenderer.printTextBlocs();
- // ---------------------------------------------------
// menu bar & icons
- ProcessMenu();
+ g_display->processMenu();
- // ---------------------------------------------------
// ready - blit to screen
- ServiceWindows();
+ g_display->updateDisplay();
- //----------------------------------------------------
// update our fps reading
frameCount++;
@@ -273,20 +258,16 @@ void Build_display(void) {
cycleTime = SVM_timeGetTime() + 1000;
}
- // ---------------------------------------------------
- // check if we've got time to render the screen again
+ // Check if we've got time to render the screen again
// this cycle (so drivers can smooth out the scrolling
// in between normal game cycles)
-
- EndRenderCycle(&end);
-
- // if we haven't got time to render again this cycle,
+ //
+ // If we haven't got time to render again this cycle,
// drop out of 'render cycle' while-loop
- if (end)
- break;
- // ---------------------------------------------------
- } // END OF RENDER CYCLE
+ if (g_display->endRenderCycle())
+ break;
+ }
}
#ifdef _SWORD2_DEBUG
else if (console_status) {
@@ -302,13 +283,13 @@ void Build_display(void) {
spriteInfo.data = console_sprite->ad;
spriteInfo.colourTable = 0;
- rv = DrawSprite(&spriteInfo);
+ rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (drawing console)", rv);
} else{
StartConsole();
// force the palette
- BS2_SetPalette(0, 3, pal, RDPAL_INSTANT);
+ g_display->setPalette(0, 3, pal, RDPAL_INSTANT);
Print_to_console("no valid screen?");
}
#endif
@@ -329,24 +310,24 @@ void DisplayMsg(uint8 *text, int time) {
warning("DisplayMsg: %s", (char *) text);
- if (GetFadeStatus() != RDFADE_BLACK) {
- FadeDown((float) 0.75);
- WaitForFade();
+ if (g_display->getFadeStatus() != RDFADE_BLACK) {
+ g_display->fadeDown();
+ g_display->waitForFade();
}
Set_mouse(0);
Set_luggage(0);
- CloseMenuImmediately();
- EraseBackBuffer();
+ g_display->closeMenuImmediately();
+ g_display->clearScene();
text_spr = fontRenderer.makeTextSprite(text, 640, 187, g_sword2->_speechFontId);
frame = (_frameHeader *) text_spr->ad;
- spriteInfo.x = screenWide / 2 - frame->width / 2;
+ spriteInfo.x = g_display->_screenWide / 2 - frame->width / 2;
if (!time)
- spriteInfo.y = screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
+ spriteInfo.y = g_display->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
else
spriteInfo.y = 400 - frame->height;
spriteInfo.w = frame->width;
@@ -359,33 +340,34 @@ void DisplayMsg(uint8 *text, int time) {
spriteInfo.data = text_spr->ad + sizeof(_frameHeader);
spriteInfo.colourTable = 0;
- rv = DrawSprite(&spriteInfo);
+ rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
- memcpy((char *) oldPal, (char *) palCopy, 256 * sizeof(_palEntry));
+ memcpy((char *) oldPal, (char *) g_display->_palCopy, 256 * sizeof(_palEntry));
memset(pal, 0, 256 * sizeof(_palEntry));
pal[187].red = 255;
pal[187].green = 255;
pal[187].blue = 255;
- BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
+ g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_FADE);
- FadeUp((float) 0.75);
+ g_display->fadeUp();
memory.freeMemory(text_spr);
- WaitForFade();
+ g_display->waitForFade();
uint32 targetTime = SVM_timeGetTime() + (time * 1000);
- rv = DrawSprite(&spriteInfo); // Keep the message there even when the user task swaps.
+ // Keep the message there even when the user task swaps.
+ rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
sleepUntil(targetTime);
- BS2_SetPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
+ g_display->setPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE);
}
// ---------------------------------------------------------------------------
@@ -394,13 +376,13 @@ void DisplayMsg(uint8 *text, int time) {
//
void RemoveMsg(void) {
- FadeDown((float) 0.75);
+ g_display->fadeDown();
- WaitForFade();
+ g_display->waitForFade();
- EraseBackBuffer();
+ g_display->clearScene();
- // FadeUp((float) 0.75);
+ // g_display->fadeUp();
// removed by JEL (08oct97) to prevent "eye" smacker corruption when
// restarting game from CD2 and also to prevent palette flicker when
// restoring game to a different CD since the "insert CD" message uses
@@ -516,7 +498,7 @@ void Process_layer(uint32 layer_number) {
#endif
//------------------------------------------
- rv = DrawSprite(&spriteInfo);
+ rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in Process_layer(%d)", rv, layer_number);
@@ -559,7 +541,7 @@ void Process_image(buildit *build_unit) {
// but the same compression can be decompressed using the
// RLE256 routines!
- // NOTE: If this restriction refers to DrawSprite(), I don't
+ // NOTE: If this restriction refers to drawSprite(), I don't
// think we have it any more. But I'm not sure.
if (build_unit->scale || anim_head->blend || build_unit->shadingFlag)
@@ -649,7 +631,7 @@ void Process_image(buildit *build_unit) {
// }
// #endif
- rv = DrawSprite(&spriteInfo);
+ rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x with sprite %s (%d) in Process_image",
rv, FetchObjectName(build_unit->anim_resource),
@@ -933,14 +915,14 @@ void Start_new_palette(void) {
// if the screen is still fading down then wait for black - could
// happen when everythings cached into a large memory model
- WaitForFade();
+ g_display->waitForFade();
// open the screen file
screenFile = res_man.open(this_screen.background_layer_id);
- UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile));
+ g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(screenFile));
- BS2_SetPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE);
+ g_display->setPalette(0, 256, FetchPalette(screenFile), RDPAL_FADE);
// indicating that it's a screen palette
lastPaletteRes = 0;
@@ -949,8 +931,7 @@ void Start_new_palette(void) {
res_man.close(this_screen.background_layer_id);
// start fade up
- // FadeUp((float) 1.75);
- FadeUp((float) 0.75);
+ g_display->fadeUp();
// reset
this_screen.new_palette = 0;
@@ -980,17 +961,17 @@ int32 FN_fade_down(int32 *params) {
// NONE means up! can only be called when screen is fully faded up -
// multiple calls wont have strange effects
- if (GetFadeStatus() == RDFADE_NONE)
- FadeDown((float) 0.75);
+ if (g_display->getFadeStatus() == RDFADE_NONE)
+ g_display->fadeDown();
return IR_CONT;
}
int32 FN_fade_up(int32 *params) {
- WaitForFade();
+ g_display->waitForFade();
- if (GetFadeStatus() == RDFADE_BLACK)
- FadeUp((float) 0.75);
+ if (g_display->getFadeStatus() == RDFADE_BLACK)
+ g_display->fadeUp();
return IR_CONT;
}
@@ -1076,9 +1057,9 @@ void SetFullPalette(int32 palRes) {
file[3] = 0;
// not yet in separate palette files
- // UpdatePaletteMatchTable(file + (256 * 4));
+ // g_display->updatePaletteMatchTable(file + (256 * 4));
- BS2_SetPalette(0, 256, file, RDPAL_INSTANT);
+ g_display->setPalette(0, 256, file, RDPAL_INSTANT);
if (palRes != CONTROL_PANEL_PALETTE) { // (James 03sep97)
// indicating that it's a separate palette resource
@@ -1092,9 +1073,9 @@ void SetFullPalette(int32 palRes) {
if (this_screen.background_layer_id) {
// open the screen file
file = res_man.open(this_screen.background_layer_id);
- UpdatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file));
+ g_display->updatePaletteMatchTable((uint8 *) FetchPaletteMatchTable(file));
- BS2_SetPalette(0, 256, FetchPalette(file), RDPAL_INSTANT);
+ g_display->setPalette(0, 256, FetchPalette(file), RDPAL_INSTANT);
// indicating that it's a screen palette
lastPaletteRes = 0;
@@ -1115,7 +1096,7 @@ int32 FN_change_shadows(int32 *params) {
// if last screen was using a shading mask (see below)
if (this_screen.mask_flag) {
- rv = CloseLightMask();
+ rv = g_display->closeLightMask();
if (rv)
error("Driver Error %.8x [%s line %u]", rv);
diff --git a/sword2/console.cpp b/sword2/console.cpp
index bd43cf6662..e69fa7a772 100644
--- a/sword2/console.cpp
+++ b/sword2/console.cpp
@@ -164,7 +164,7 @@ void Init_console(void) {
con_width = screenWide; //max across
// Force a palatte for the console.
- BS2_SetPalette(CON_PEN, 1, white, RDPAL_INSTANT);
+ g_display->setPalette(CON_PEN, 1, white, RDPAL_INSTANT);
console_sprite = memory.alloc(con_width * (CON_lines * con_chr_height), MEM_float, UID_con_sprite);
@@ -213,7 +213,7 @@ uint32 Tconsole(uint32 mode) {
StartConsole();
while (1) {
- ServiceWindows();
+ g_display->updateDisplay();
if (breakOut)
break;
@@ -460,7 +460,7 @@ uint32 Parse_user_input(void) {
case 18: // S (same as START)
Con_start(&input[1][0]);
// force the palette
- BS2_SetPalette(187, 1, pal, RDPAL_INSTANT);
+ g_display->setPalette(187, 1, pal, RDPAL_INSTANT);
return 0;
case 9: // INFO
displayDebugText = 1 - displayDebugText;
@@ -729,7 +729,7 @@ void Con_help(void) {
Build_display();
do {
- ServiceWindows();
+ g_display->updateDisplay();
} while (!KeyWaiting());
ReadKey(&c);
@@ -803,8 +803,8 @@ void Con_fatal_error(const char *format, ...) {
char buf[150];
uint8 white[4] = { 255, 255, 255, 0 };
- // set text colour in case screen is faded down! (James 05mar97)
- BS2_SetPalette(CON_PEN, 1, white, RDPAL_INSTANT);
+ // set text colour in case screen is faded down!
+ g_display->setPalette(CON_PEN, 1, white, RDPAL_INSTANT);
va_start(arg_ptr,format);
_vsnprintf(buf, 150, format, arg_ptr);
@@ -912,7 +912,7 @@ void Con_list_savegames(void) {
Build_display();
do {
- ServiceWindows();
+ g_display->updateDisplay();
} while (!KeyWaiting());
ReadKey(&c);
diff --git a/sword2/controls.cpp b/sword2/controls.cpp
index 80e1226645..78de6dbf3b 100644
--- a/sword2/controls.cpp
+++ b/sword2/controls.cpp
@@ -74,7 +74,7 @@ public:
sprite.data = (uint8 *) (head + 1);
sprite.w = head->width;
sprite.h = head->height;
- CreateSurface(&sprite, &_glyph[i]._data);
+ g_display->createSurface(&sprite, &_glyph[i]._data);
_glyph[i]._width = head->width;
_glyph[i]._height = head->height;
}
@@ -84,7 +84,7 @@ public:
~FontRendererGui() {
for (int i = 0; i < SIZE_OF_CHAR_SET; i++)
- DeleteSurface(_glyph[i]._data);
+ g_display->deleteSurface(_glyph[i]._data);
}
void fetchText(int textId, char *buf) {
@@ -143,7 +143,7 @@ void FontRendererGui::drawText(char *text, int x, int y, int alignment) {
sprite.w = _glyph[text[i] - 32]._width;
sprite.h = _glyph[text[i] - 32]._height;
- DrawSurface(&sprite, _glyph[text[i] - 32]._data);
+ g_display->drawSurface(&sprite, _glyph[text[i] - 32]._data);
sprite.x += (_glyph[(int) text[i] - 32]._width - CHARACTER_OVERLAP);
}
@@ -186,7 +186,7 @@ public:
virtual ~Widget() {
for (int i = 0; i < _numStates; i++) {
if (_surfaces[i]._original)
- DeleteSurface(_surfaces[i]._surface);
+ g_display->deleteSurface(_surfaces[i]._surface);
}
free(_sprites);
free(_surfaces);
@@ -228,7 +228,7 @@ public:
}
virtual void paint(Common::Rect *clipRect = NULL) {
- DrawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect);
+ g_display->drawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect);
}
virtual void onMouseEnter() {}
@@ -291,7 +291,7 @@ void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc)
// Points to just after frame header, ie. start of sprite data
_sprites[state].data = (uint8 *) (frame_head + 1);
- CreateSurface(&_sprites[state], &_surfaces[state]._surface);
+ g_display->createSurface(&_sprites[state], &_surfaces[state]._surface);
_surfaces[state]._original = true;
// Release the anim resource
@@ -339,7 +339,7 @@ public:
virtual void onAction(Widget *widget, int result = 0) {}
virtual void paint() {
- EraseBackBuffer();
+ g_display->clearScene();
for (int i = 0; i < _numWidgets; i++)
_widgets[i]->paint();
}
@@ -362,12 +362,11 @@ int Dialog::run() {
while (!_finish) {
// So that the menu icons will reach their full size
- ProcessMenu();
+ g_display->processMenu();
+ g_display->updateDisplay();
- ServiceWindows();
-
- int16 newMouseX = mousex;
- int16 newMouseY = mousey + 40;
+ int16 newMouseX = g_display->_mouseX;
+ int16 newMouseY = g_display->_mouseY + 40;
_mouseEvent *me = MouseEvent();
_keyboardEvent ke;
@@ -388,7 +387,7 @@ int Dialog::run() {
_widgets[i]->onMouseEnter();
if (oldHit && !newHit)
_widgets[i]->onMouseExit();
- if (mousex != oldMouseX || mousey != oldMouseY)
+ if (g_display->_mouseX != oldMouseX || g_display->_mouseY != oldMouseY)
_widgets[i]->onMouseMove(newMouseX, newMouseY);
if (me) {
@@ -788,8 +787,8 @@ public:
_musicSlider->setValue(g_sound->getMusicVolume());
_speechSlider->setValue(g_sound->getSpeechVolume());
_fxSlider->setValue(g_sound->getFxVolume());
- _gfxSlider->setValue(GetRenderType());
- _gfxPreview->setState(GetRenderType());
+ _gfxSlider->setValue(g_display->getRenderLevel());
+ _gfxPreview->setState(g_display->getRenderLevel());
}
~OptionsDialog() {
@@ -901,7 +900,7 @@ int32 OptionsDialog::writeOptionSettings(void) {
buff[3] = g_sound->isMusicMute();
buff[4] = g_sound->isSpeechMute();
buff[5] = g_sound->isFxMute();
- buff[6] = GetRenderType();
+ buff[6] = g_display->getRenderLevel();
buff[7] = gui._subtitles;
buff[8] = gui._pointerTextSelected;
buff[9] = gui._stereoReversed;
@@ -1352,7 +1351,7 @@ void SaveLoadDialog::saveLoadError(char* text) {
while (1) {
_mouseEvent *me;
- ServiceWindows();
+ g_display->updateDisplay();
if (KeyWaiting()) {
_keyboardEvent ke;
@@ -1396,7 +1395,6 @@ void Gui::quitControl(void) {
// close engine systems down
Close_game();
- CloseAppWindow();
exit(0);
}
@@ -1410,13 +1408,13 @@ void Gui::restartControl(void) {
return;
}
- // Stop music instantly! (James 22aug97)
+ // Stop music instantly!
Kill_music();
//in case we were dead - well we're not anymore!
DEAD = 0;
- EraseBackBuffer();
+ g_display->clearScene();
// restart the game
// clear all memory and reset the globals
@@ -1450,9 +1448,9 @@ void Gui::restartControl(void) {
// FN_register_frame)
Reset_mouse_list();
- CloseMenuImmediately();
+ g_display->closeMenuImmediately();
- // FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! (James29may97)
+ // FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
// - this is taken from FN_init_background
// switch on scrolling (2 means first time on screen)
@@ -1525,33 +1523,7 @@ void Gui::optionControl(void) {
}
void Gui::updateGraphicsLevel(uint8 newLevel) {
- switch (newLevel) {
- case 0:
- // Lowest setting: no graphics fx
- ClearTransFx();
- ClearShadowFx();
- ClearBltFx();
- break;
- case 1:
- // Medium-low setting: transparency-blending
- SetTransFx();
- ClearShadowFx();
- ClearBltFx();
- break;
- case 2:
- // Medium-high setting: transparency-blending + shading
- SetTransFx();
- SetShadowFx();
- ClearBltFx();
- break;
- case 3:
- // Highest setting: transparency-blending + shading +
- // edge-blending + improved stretching
- SetTransFx();
- SetShadowFx();
- SetBltFx();
- break;
- }
+ g_display->setRenderLevel(newLevel);
// update our global variable - which needs to be checked when dimming
// the palette in PauseGame() in sword2.cpp (since palette-matching
diff --git a/sword2/driver/_mouse.cpp b/sword2/driver/_mouse.cpp
index abf1137186..4681249d83 100644
--- a/sword2/driver/_mouse.cpp
+++ b/sword2/driver/_mouse.cpp
@@ -29,49 +29,15 @@ namespace Sword2 {
#define MAX_MOUSE_EVENTS 16
#define MOUSEFLASHFRAME 6
-#if !defined(__GNUC__)
- #pragma START_PACK_STRUCTS
-#endif
-
-struct _mouseAnim {
- uint8 runTimeComp; // type of runtime compression used for the
- // frame data
- uint8 noAnimFrames; // number of frames in the anim
- int8 xHotSpot;
- int8 yHotSpot;
- uint8 mousew;
- uint8 mouseh;
-} GCC_PACK;
-
-#if !defined(__GNUC__)
- #pragma END_PACK_STRUCTS
-#endif
-
-int16 mousex;
-int16 mousey;
-
static uint8 mouseBacklog = 0;
static uint8 mouseLogPos = 0;
-static uint8 mouseFrame;
-static uint8 *mouseSprite = NULL;
-static _mouseAnim *mouseAnim = NULL;
-static _mouseAnim *luggageAnim = NULL;
static _mouseEvent mouseLog[MAX_MOUSE_EVENTS];
-static int32 *mouseOffsets;
-static int32 *luggageOffset;
-
-// This is the maximum mouse cursor size in the SDL backend
-
-#define MAX_MOUSE_W 80
-#define MAX_MOUSE_H 80
-byte _mouseData[MAX_MOUSE_W * MAX_MOUSE_H];
-
-void ResetRenderEngine(void) {
- parallaxScrollx = 0;
- parallaxScrolly = 0;
- scrollx = 0;
- scrolly = 0;
+void Display::resetRenderEngine(void) {
+ _parallaxScrollX = 0;
+ _parallaxScrollY = 0;
+ _scrollX = 0;
+ _scrollY = 0;
}
// --------------------------------------------------------------------------
@@ -96,7 +62,7 @@ void LogMouseEvent(uint16 buttons) {
// 0xFF. That means that parts of the mouse cursor that weren't meant to be
// transparent may be now.
-int32 DecompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff = 0, int yOff = 0) {
+void Display::decompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff, int yOff) {
int32 size = width * height;
int32 i = 0;
int x = 0;
@@ -119,12 +85,10 @@ int32 DecompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pit
i += *comp++;
}
}
-
- return RD_OK;
}
-void DrawMouse(void) {
- if (!mouseAnim && !luggageAnim)
+void Display::drawMouse(void) {
+ if (!_mouseAnim && !_luggageAnim)
return;
// When an object is used in the game, the mouse cursor should be a
@@ -140,27 +104,27 @@ void DrawMouse(void) {
int deltaX = 0;
int deltaY = 0;
- if (mouseAnim) {
- hotspot_x = mouseAnim->xHotSpot;
- hotspot_y = mouseAnim->yHotSpot;
- mouse_width = mouseAnim->mousew;
- mouse_height = mouseAnim->mouseh;
+ if (_mouseAnim) {
+ hotspot_x = _mouseAnim->xHotSpot;
+ hotspot_y = _mouseAnim->yHotSpot;
+ mouse_width = _mouseAnim->mousew;
+ mouse_height = _mouseAnim->mouseh;
}
- if (luggageAnim) {
- if (!mouseAnim) {
- hotspot_x = luggageAnim->xHotSpot;
- hotspot_y = luggageAnim->yHotSpot;
+ if (_luggageAnim) {
+ if (!_mouseAnim) {
+ hotspot_x = _luggageAnim->xHotSpot;
+ hotspot_y = _luggageAnim->yHotSpot;
}
- if (luggageAnim->mousew > mouse_width)
- mouse_width = luggageAnim->mousew;
- if (luggageAnim->mouseh > mouse_height)
- mouse_height = luggageAnim->mouseh;
+ if (_luggageAnim->mousew > mouse_width)
+ mouse_width = _luggageAnim->mousew;
+ if (_luggageAnim->mouseh > mouse_height)
+ mouse_height = _luggageAnim->mouseh;
}
- if (mouseAnim && luggageAnim) {
- deltaX = mouseAnim->xHotSpot - luggageAnim->xHotSpot;
- deltaY = mouseAnim->yHotSpot - luggageAnim->yHotSpot;
+ if (_mouseAnim && _luggageAnim) {
+ deltaX = _mouseAnim->xHotSpot - _luggageAnim->xHotSpot;
+ deltaY = _mouseAnim->yHotSpot - _luggageAnim->yHotSpot;
}
assert(deltaX >= 0);
@@ -184,12 +148,12 @@ void DrawMouse(void) {
memset(_mouseData, 0xFF, mouse_width * mouse_height);
- if (luggageAnim)
- DecompressMouse(_mouseData, (uint8 *) luggageAnim + READ_LE_UINT32(luggageOffset), luggageAnim->mousew,
- luggageAnim->mouseh, mouse_width, deltaX, deltaY);
+ if (_luggageAnim)
+ decompressMouse(_mouseData, (uint8 *) _luggageAnim + READ_LE_UINT32(_luggageOffset), _luggageAnim->mousew,
+ _luggageAnim->mouseh, mouse_width, deltaX, deltaY);
- if (mouseAnim)
- DecompressMouse(_mouseData, mouseSprite, mouseAnim->mousew, mouseAnim->mouseh, mouse_width);
+ if (_mouseAnim)
+ decompressMouse(_mouseData, _mouseSprite, _mouseAnim->mousew, _mouseAnim->mouseh, mouse_width);
g_system->set_mouse_cursor(_mouseData, mouse_width, mouse_height, hotspot_x, hotspot_y);
}
@@ -222,19 +186,19 @@ uint8 CheckForMouseEvents(void) {
* Animates the current mouse pointer
*/
-int32 AnimateMouse(void) {
- uint8 prevMouseFrame = mouseFrame;
+int32 Display::animateMouse(void) {
+ uint8 prevMouseFrame = _mouseFrame;
- if (!mouseAnim)
+ if (!_mouseAnim)
return RDERR_UNKNOWN;
- if (++mouseFrame == mouseAnim->noAnimFrames)
- mouseFrame = MOUSEFLASHFRAME;
+ if (++_mouseFrame == _mouseAnim->noAnimFrames)
+ _mouseFrame = MOUSEFLASHFRAME;
- mouseSprite = (uint8 *) mouseAnim + READ_LE_UINT32(mouseOffsets + mouseFrame);
+ _mouseSprite = (uint8 *) _mouseAnim + READ_LE_UINT32(_mouseOffsets + _mouseFrame);
- if (mouseFrame != prevMouseFrame)
- DrawMouse();
+ if (_mouseFrame != prevMouseFrame)
+ drawMouse();
return RD_OK;
}
@@ -247,32 +211,32 @@ int32 AnimateMouse(void) {
* or not there is a lead-in animation
*/
-int32 SetMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
- if (mouseAnim) {
- free(mouseAnim);
- mouseAnim = NULL;
+int32 Display::setMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
+ if (_mouseAnim) {
+ free(_mouseAnim);
+ _mouseAnim = NULL;
}
if (ma) {
if (mouseFlash == RDMOUSE_FLASH)
- mouseFrame = 0;
+ _mouseFrame = 0;
else
- mouseFrame = MOUSEFLASHFRAME;
+ _mouseFrame = MOUSEFLASHFRAME;
- mouseAnim = (_mouseAnim *) malloc(size);
- if (!mouseAnim)
+ _mouseAnim = (struct _mouseAnim *) malloc(size);
+ if (!_mouseAnim)
return RDERR_OUTOFMEMORY;
- memcpy((uint8 *) mouseAnim, ma, size);
- mouseOffsets = (int32 *) ((uint8 *) mouseAnim + sizeof(_mouseAnim));
+ memcpy((uint8 *) _mouseAnim, ma, size);
+ _mouseOffsets = (int32 *) ((uint8 *) _mouseAnim + sizeof(struct _mouseAnim));
- AnimateMouse();
- DrawMouse();
+ animateMouse();
+ drawMouse();
g_system->show_mouse(true);
} else {
- if (luggageAnim)
- DrawMouse();
+ if (_luggageAnim)
+ drawMouse();
else
g_system->show_mouse(false);
}
@@ -287,27 +251,27 @@ int32 SetMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
* @param size the size of the animation data
*/
-int32 SetLuggageAnim(uint8 *ma, int32 size) {
- if (luggageAnim) {
- free(luggageAnim);
- luggageAnim = NULL;
+int32 Display::setLuggageAnim(uint8 *ma, int32 size) {
+ if (_luggageAnim) {
+ free(_luggageAnim);
+ _luggageAnim = NULL;
}
if (ma) {
- luggageAnim = (_mouseAnim *) malloc(size);
- if (!luggageAnim)
+ _luggageAnim = (struct _mouseAnim *) malloc(size);
+ if (!_luggageAnim)
return RDERR_OUTOFMEMORY;
- memcpy((uint8 *) luggageAnim, ma, size);
- luggageOffset = (int32 *) ((uint8 *) luggageAnim + sizeof(_mouseAnim));
+ memcpy((uint8 *) _luggageAnim, ma, size);
+ _luggageOffset = (int32 *) ((uint8 *) _luggageAnim + sizeof(struct _mouseAnim));
- AnimateMouse();
- DrawMouse();
+ animateMouse();
+ drawMouse();
g_system->show_mouse(true);
} else {
- if (mouseAnim)
- DrawMouse();
+ if (_mouseAnim)
+ drawMouse();
else
g_system->show_mouse(false);
}
diff --git a/sword2/driver/_mouse.h b/sword2/driver/_mouse.h
index ba48eb251c..00cd46a0f3 100644
--- a/sword2/driver/_mouse.h
+++ b/sword2/driver/_mouse.h
@@ -22,11 +22,7 @@
namespace Sword2 {
-extern int16 mousex; // Mouse x coordinate
-extern int16 mousey; // Mouse y coordinate
-
extern void LogMouseEvent(uint16 buttons);
-extern int32 DrawMouse(void);
} // End of namespace Sword2
diff --git a/sword2/driver/d_draw.cpp b/sword2/driver/d_draw.cpp
index f01c2314e1..963e5a79d4 100644
--- a/sword2/driver/d_draw.cpp
+++ b/sword2/driver/d_draw.cpp
@@ -30,118 +30,90 @@
namespace Sword2 {
-byte *lpBackBuffer;
+Display::Display(int16 width, int16 height)
+ : _iconCount(0), _needFullRedraw(false), _fadeStatus(RDFADE_NONE),
+ _mouseSprite(NULL), _mouseAnim(NULL), _luggageAnim(NULL),
+ _layer(0), _renderAverageTime(60), _lightMask(NULL),
+ _screenWide(width), _screenDeep(height) {
-// Game screen metrics
-int16 screenDeep;
-int16 screenWide;
+ int i, j;
-// Scroll variables. scrollx and scrolly hold the current scroll position,
+ _buffer = (byte *) malloc(width * height);
+ if (!_buffer)
+ error("Could not initialise display");
-int16 scrollx;
-int16 scrolly;
-
-int32 renderCaps = 0;
-
-/**
- * Initialise the display with the sizes passed in.
- * @return RD_OK, or an error code if the display cannot be set up.
- */
-
-int32 InitialiseDisplay(int16 width, int16 height) {
g_system->init_size(width, height);
- screenWide = width;
- screenDeep = height;
-
- lpBackBuffer = (byte *) malloc(screenWide * screenDeep);
- if (!lpBackBuffer)
- return RDERR_OUTOFMEMORY;
-
- return RD_OK;
-}
-
-// FIXME: Clean up this mess. I don't want to add any new flags, but some of
-// them should be renamed. Or maybe we should abandon the whole renderCaps
-// thing and simply check the numeric value of the graphics quality setting
-// instead.
-
-// Note that SetTransFx() actually clears a bit. That's intentional.
-
-void SetTransFx(void) {
- renderCaps &= ~RDBLTFX_ALLHARDWARE;
-}
-
-void ClearTransFx(void) {
- renderCaps |= RDBLTFX_ALLHARDWARE;
-}
+ for (i = 0; i < ARRAYSIZE(_blockSurfaces); i++)
+ _blockSurfaces[i] = NULL;
-/**
- * Sets the edge blend and arithmetic stretching effects.
- */
+ for (i = 0; i < 2; i++) {
+ for (j = 0; j < RDMENU_MAXPOCKETS; j++) {
+ _icons[i][j] = NULL;
+ _pocketStatus[i][j] = 0;
+ }
-void SetBltFx(void) {
- renderCaps |= (RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH);
+ _menuStatus[i] = RDMENU_HIDDEN;
+ }
}
/**
- * Clears the edge blend and arithmetic stretching effects.
+ * @return the graphics detail setting
*/
-void ClearBltFx(void) {
- renderCaps &= ~(RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH);
+int8 Display::getRenderLevel(void) {
+ return _renderLevel;
}
-void SetShadowFx(void) {
- renderCaps |= RDBLTFX_SHADOWBLEND;
-}
-
-void ClearShadowFx(void) {
- renderCaps &= ~RDBLTFX_SHADOWBLEND;
+void Display::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;
+ }
}
-/**
- * @return the graphics detail setting
- */
-
-int32 GetRenderType(void) {
- if (renderCaps & RDBLTFX_ALLHARDWARE)
- return 0;
-
- if (renderCaps & (RDBLTFX_EDGEBLEND | RDBLTFX_ARITHMETICSTRETCH))
- return 3;
-
- if (renderCaps & RDBLTFX_SHADOWBLEND)
- return 2;
-
- return 1;
-}
/**
* Fill the screen buffer with palette colour zero. Note that it does not
* touch the menu areas of the screen.
*/
-int32 EraseBackBuffer( void ) {
- memset(lpBackBuffer + MENUDEEP * screenWide, 0, screenWide * RENDERDEEP);
- return RD_OK;
+void Display::clearScene(void) {
+ memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
}
void MoviePlayer::openTextObject(_movieTextObject *obj) {
if (obj->textSprite)
- CreateSurface(obj->textSprite, &_textSurface);
+ g_display->createSurface(obj->textSprite, &_textSurface);
}
void MoviePlayer::closeTextObject(_movieTextObject *obj) {
if (_textSurface) {
- DeleteSurface(_textSurface);
+ g_display->deleteSurface(_textSurface);
_textSurface = NULL;
}
}
void MoviePlayer::drawTextObject(_movieTextObject *obj) {
if (obj->textSprite && _textSurface)
- DrawSurface(obj->textSprite, _textSurface);
+ g_display->drawSurface(obj->textSprite, _textSurface);
}
/**
@@ -161,14 +133,14 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
uint8 oldPal[1024];
uint8 tmpPal[1024];
- EraseBackBuffer();
+ g_display->clearScene();
// HACK: Draw instructions
//
// I'm using the the menu area, because that's unlikely to be
// touched by anything else during the cutscene.
- memset(lpBackBuffer, 0, screenWide * MENUDEEP);
+ memset(g_display->_buffer, 0, g_display->_screenWide * MENUDEEP);
uint8 msg[] = "Cutscene - Press ESC to exit";
mem *data = fontRenderer.makeTextSprite(msg, 640, 255, g_sword2->_speechFontId);
@@ -176,16 +148,16 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
_spriteInfo msgSprite;
uint8 *msgSurface;
- msgSprite.x = screenWide / 2 - frame->width / 2;
+ msgSprite.x = g_display->_screenWide / 2 - frame->width / 2;
msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
msgSprite.w = frame->width;
msgSprite.h = frame->height;
msgSprite.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
msgSprite.data = data->ad + sizeof(_frameHeader);
- CreateSurface(&msgSprite, &msgSurface);
- DrawSurface(&msgSprite, msgSurface);
- DeleteSurface(msgSurface);
+ g_display->createSurface(&msgSprite, &msgSurface);
+ g_display->drawSurface(&msgSprite, msgSurface);
+ g_display->deleteSurface(msgSurface);
memory.freeMemory(data);
// In case the cutscene has a long lead-in, start just before
@@ -201,12 +173,12 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
// The text should probably be colored the same as the rest of
// the in-game text.
- memcpy(oldPal, palCopy, 1024);
+ memcpy(oldPal, g_display->_palCopy, 1024);
memset(tmpPal, 0, 1024);
tmpPal[255 * 4 + 0] = 255;
tmpPal[255 * 4 + 1] = 255;
tmpPal[255 * 4 + 2] = 255;
- BS2_SetPalette(0, 256, tmpPal, RDPAL_INSTANT);
+ g_display->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
PlayingSoundHandle handle = 0;
@@ -217,7 +189,7 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
break;
if (frameCounter == text[textCounter]->startFrame) {
- EraseBackBuffer();
+ g_display->clearScene();
openTextObject(text[textCounter]);
drawTextObject(text[textCounter]);
if (text[textCounter]->speech) {
@@ -227,13 +199,13 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
if (frameCounter == text[textCounter]->endFrame) {
closeTextObject(text[textCounter]);
- EraseBackBuffer();
+ g_display->clearScene();
textCounter++;
}
frameCounter++;
- ServiceWindows();
+ g_display->updateDisplay();
_keyboardEvent ke;
@@ -252,17 +224,17 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
closeTextObject(text[textCounter]);
- EraseBackBuffer();
- SetNeedRedraw();
+ g_display->clearScene();
+ g_display->setNeedFullRedraw();
// HACK: Remove the instructions created above
Common::Rect r;
- memset(lpBackBuffer, 0, screenWide * MENUDEEP);
+ memset(g_display->_buffer, 0, g_display->_screenWide * MENUDEEP);
r.left = r.top = 0;
- r.right = screenWide;
+ r.right = g_display->_screenWide;
r.bottom = MENUDEEP;
- UploadRect(&r);
+ g_display->updateRect(&r);
// FIXME: For now, only play the lead-out music for cutscenes
// that have subtitles.
@@ -270,7 +242,7 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
if (!skipCutscene)
g_sound->playLeadOut(musicOut);
- BS2_SetPalette(0, 256, oldPal, RDPAL_INSTANT);
+ g_display->setPalette(0, 256, oldPal, RDPAL_INSTANT);
}
// Lead-in and lead-out music are, as far as I can tell, only used for
diff --git a/sword2/driver/d_draw.h b/sword2/driver/d_draw.h
index a169b922e2..4d0c1d71e2 100644
--- a/sword2/driver/d_draw.h
+++ b/sword2/driver/d_draw.h
@@ -24,7 +24,40 @@
namespace Sword2 {
-extern byte *lpBackBuffer;
+// This is the maximum mouse cursor size in the SDL backend
+
+#define MAX_MOUSE_W 80
+#define MAX_MOUSE_H 80
+
+#define RENDERAVERAGETOTAL 4
+
+#define BLOCKWIDTH 64
+#define BLOCKHEIGHT 64
+#define MAXLAYERS 5
+
+#define PALTABLESIZE 64 * 64 * 64
+
+// Maximum scaled size of a sprite
+#define SCALE_MAXWIDTH 512
+#define SCALE_MAXHEIGHT 512
+
+#if !defined(__GNUC__)
+ #pragma START_PACK_STRUCTS
+#endif
+
+struct _mouseAnim {
+ uint8 runTimeComp; // type of runtime compression used for the
+ // frame data
+ uint8 noAnimFrames; // number of frames in the anim
+ int8 xHotSpot;
+ int8 yHotSpot;
+ uint8 mousew;
+ uint8 mouseh;
+} GCC_PACK;
+
+#if !defined(__GNUC__)
+ #pragma END_PACK_STRUCTS
+#endif
class MoviePlayer {
private:
@@ -38,6 +71,173 @@ public:
int32 play(char *filename, _movieTextObject *text[], uint8 *musicOut);
};
+typedef struct {
+ byte data[BLOCKWIDTH * BLOCKHEIGHT];
+ bool transparent;
+} BlockSurface;
+
+class Display {
+ friend class MoviePlayer;
+
+private:
+ byte *_buffer;
+
+ int32 _renderCaps;
+ int8 _renderLevel;
+
+ uint8 _menuStatus[2];
+ byte *_icons[2][RDMENU_MAXPOCKETS];
+ uint8 _pocketStatus[2][RDMENU_MAXPOCKETS];
+
+ uint8 _iconCount;
+
+ bool _needFullRedraw;
+
+ uint8 _paletteMatch[PALTABLESIZE];
+
+ uint8 _fadePalette[256][4];
+ uint8 _fadeStatus;
+
+ int32 _fadeStartTime;
+ int32 _fadeTotalTime;
+
+ byte _mouseData[MAX_MOUSE_W * MAX_MOUSE_H];
+
+ uint8 _mouseFrame;
+ uint8 *_mouseSprite;
+ struct _mouseAnim *_mouseAnim;
+ struct _mouseAnim *_luggageAnim;
+ int32 *_mouseOffsets;
+ int32 *_luggageOffset;
+
+ // Scroll variables. _scrollX and _scrollY hold the current scroll
+ // position, and _scrollXTarget and _scrollYTarget are the target
+ // position for the end of the game cycle.
+
+ int16 _scrollX;
+ int16 _scrollY;
+
+ int16 _scrollXTarget;
+ int16 _scrollYTarget;
+ int16 _scrollXOld;
+ int16 _scrollYOld;
+
+ int16 _parallaxScrollX; // current x offset to link a sprite to the
+ // parallax layer
+ int16 _parallaxScrollY; // current y offset to link a sprite to the
+ // parallax layer
+ int16 _locationWide;
+ int16 _locationDeep;
+
+ uint16 _layer;
+
+ int32 _initialTime;
+ int32 _startTime;
+ int32 _totalTime;
+ int32 _renderAverageTime;
+ int32 _framesPerGameCycle;
+ bool _renderTooSlow;
+
+ uint8 _xBlocks[MAXLAYERS];
+ uint8 _yBlocks[MAXLAYERS];
+
+ // An array of sub-blocks, one for each of the parallax layers.
+
+ BlockSurface **_blockSurfaces[MAXLAYERS];
+
+ uint16 _xScale[SCALE_MAXWIDTH];
+ uint16 _yScale[SCALE_MAXHEIGHT];
+
+ uint8 *_lightMask;
+
+ void clearIconArea(int menu, int pocket, Common::Rect *r);
+
+ void decompressMouse(uint8 *decomp, uint8 *comp, int width, int height, int pitch, int xOff = 0, int yOff = 0);
+ void drawMouse(void);
+
+ uint8 getMatch(uint8 r, uint8 g, uint8 b);
+ void fadeServer(void);
+
+ void squashImage(byte *dst, uint16 dstPitch, uint16 dstWidth,
+ uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
+ uint16 srcHeight, byte *backbuf);
+ void stretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth,
+ uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
+ uint16 srcHeight, byte *backbuf);
+
+ void updateRect(Common::Rect *r);
+
+ void blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect);
+
+ void mirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h);
+ int32 decompressRLE256(uint8 *dest, uint8 *source, int32 decompSize);
+ void unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable);
+ int32 decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable);
+
+public:
+ Display(int16 width, int16 height);
+
+ // Game screen metrics
+ int16 _screenWide;
+ int16 _screenDeep;
+
+ int16 _mouseX;
+ int16 _mouseY;
+
+ uint8 _palCopy[256][4];
+
+ int8 getRenderLevel(void);
+ void setRenderLevel(int8 level);
+
+ void clearScene(void);
+
+ void processMenu(void);
+ int32 showMenu(uint8 menu);
+ int32 hideMenu(uint8 menu);
+ int32 setMenuIcon(uint8 menu, uint8 pocket, uint8 *icon);
+ void closeMenuImmediately(void);
+
+ void updateDisplay(void);
+ void setWindowName(const char *windowName);
+ void setNeedFullRedraw(void);
+
+ void setPalette(int16 startEntry, int16 noEntries, uint8 *palette, uint8 setNow);
+ void updatePaletteMatchTable(uint8 *data);
+ uint8 quickMatch(uint8 r, uint8 g, uint8 b);
+ int32 fadeUp(float time = 0.75);
+ int32 fadeDown(float time = 0.75);
+ uint8 getFadeStatus(void);
+ void dimPalette(void);
+ void waitForFade(void);
+
+ int32 setMouseAnim(uint8 *ma, int32 size, int32 mouseFlash);
+ int32 setLuggageAnim(uint8 *la, int32 size);
+ int32 animateMouse(void);
+
+ void resetRenderEngine(void);
+
+ void setScrollTarget(int16 sx, int16 sy);
+ void initialiseRenderCycle(void);
+ void startRenderCycle(void);
+ bool endRenderCycle(void);
+ void renderParallax(_parallax *p, int16 layer);
+ void setLocationMetrics(uint16 w, uint16 h);
+ int32 initialiseBackgroundLayer(_parallax *p);
+ void closeBackgroundLayer(void);
+
+#ifdef _SWORD2_DEBUG
+ void plotPoint(uint16 x, uint16 y, uint8 colour);
+ void drawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour);
+#endif
+
+ int32 createSurface(_spriteInfo *s, uint8 **surface);
+ void drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect = NULL);
+ void deleteSurface(uint8 *surface);
+ int32 drawSprite(_spriteInfo *s);
+ int32 openLightMask(_spriteInfo *s);
+ int32 closeLightMask(void);
+};
+
} // End of namespace Sword2
#endif
diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp
index cb018b89e7..69ec2fe8e0 100644
--- a/sword2/driver/d_sound.cpp
+++ b/sword2/driver/d_sound.cpp
@@ -245,7 +245,7 @@ void Sound::playLeadOut(uint8 *leadOut) {
}
while (_fx[i]._handle) {
- ServiceWindows();
+ g_display->updateDisplay();
g_system->delay_msecs(30);
}
}
diff --git a/sword2/driver/driver96.h b/sword2/driver/driver96.h
index 3f49a84961..2e56e39cc8 100644
--- a/sword2/driver/driver96.h
+++ b/sword2/driver/driver96.h
@@ -176,18 +176,9 @@ namespace Sword2 {
#define RDPAL_INSTANT 1
//Blitting FX defines
-#define RDBLTFX_MOUSEBLT 0x01
-#define RDBLTFX_FGPARALLAX 0x02
-#define RDBLTFX_ARITHMETICSTRETCH 0x04
-#define RDBLTFX_EDGEBLEND 0x08
-#define RDBLTFX_SHADOWBLEND 0x10
-#define RDBLTFX_FLATALPHA 0x20
-#define RDBLTFX_GRADEDALPHA 0x40
-#define RDBLTFX_ALLHARDWARE 0x80
-
-// Maximum scaled size of a sprite
-#define SCALE_MAXWIDTH 512
-#define SCALE_MAXHEIGHT 512
+#define RDBLTFX_SPRITEBLEND 0x01
+#define RDBLTFX_SHADOWBLEND 0x02
+#define RDBLTFX_EDGEBLEND 0x04
//
// Structure definitions
@@ -276,29 +267,6 @@ typedef struct {
//
//-----------------------------------------------------------------------------
-// Display functions - from d_draw.c
-//-----------------------------------------------------------------------------
-extern int32 InitialiseDisplay(int16 width, int16 height);
-extern int32 EraseBackBuffer(void);
-extern void SetTransFx(void);
-extern void ClearTransFx(void);
-extern void SetBltFx(void);
-extern void ClearBltFx(void);
-extern void ClearShadowFx(void);
-extern void SetShadowFx(void);
-extern int32 GetRenderType(void);
-extern int32 PlaySmacker(char *filename, _movieTextObject *textObjects[], uint8 *musicOut);
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Windows OS functions - from rdwin.c
-//-----------------------------------------------------------------------------
-extern int32 CloseAppWindow(void);
-extern int32 ServiceWindows(void);
-extern void SetWindowName(const char *windowName);
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
// Language functions - from language.c
//-----------------------------------------------------------------------------
extern int32 GetLanguageVersion(uint8 *version);
@@ -306,27 +274,10 @@ extern int32 SetLanguageVersion(uint8 version);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
-// Palette functions - from palette.c
-//-----------------------------------------------------------------------------
-extern int32 BS2_SetPalette(int16 startEntry, int16 noEntries, uint8 *palette, uint8 setNow);
-extern int32 UpdatePaletteMatchTable(uint8 *data);
-extern uint8 QuickMatch(uint8 r, uint8 g, uint8 b);
-extern int32 FadeUp(float time);
-extern int32 FadeDown(float time);
-extern uint8 GetFadeStatus(void);
-extern int32 DimPalette(void);
-extern void WaitForFade(void);
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
// Mouse functions - from mouse.c
//-----------------------------------------------------------------------------
extern _mouseEvent *MouseEvent(void);
-extern int32 SetMouseAnim(uint8 *ma, int32 size, int32 mouseFlash);
-extern int32 SetLuggageAnim(uint8 *la, int32 size);
-extern int32 AnimateMouse(void);
-uint8 CheckForMouseEvents(void); // (James23july97)
-extern void ResetRenderEngine(void);
+uint8 CheckForMouseEvents(void);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
@@ -337,42 +288,6 @@ extern int32 ReadKey(_keyboardEvent *ke);
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
-// Sprite functions - from sprite.c
-//-----------------------------------------------------------------------------
-extern int32 DrawSprite(_spriteInfo *s);
-extern int32 CreateSurface(_spriteInfo *s, uint8 **surface);
-extern void DrawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect = NULL);
-extern void DeleteSurface(uint8 *surface);
-extern int32 OpenLightMask(_spriteInfo *s);
-extern int32 CloseLightMask(void);
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Screen drawing and scrolling function - from render.c
-//-----------------------------------------------------------------------------
-extern int32 SetScrollTarget(int16 sx, int16 sy);
-extern int32 InitialiseRenderCycle(void);
-extern int32 StartRenderCycle(void);
-extern int32 EndRenderCycle(bool *end);
-extern int32 RenderParallax(_parallax *p, int16 layer);
-extern int32 SetLocationMetrics(uint16 w, uint16 h);
-extern int32 PlotPoint(uint16 x, uint16 y, uint8 colour);
-extern int32 DrawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour);
-extern int32 InitialiseBackgroundLayer(_parallax *p);
-extern int32 CloseBackgroundLayer(void);
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Menubar control and drawing functions - from menu.c
-//-----------------------------------------------------------------------------
-extern int32 ProcessMenu(void);
-extern int32 ShowMenu(uint8 menu);
-extern int32 HideMenu(uint8 menu);
-extern int32 SetMenuIcon(uint8 menu, uint8 pocket, uint8 *icon);
-extern uint8 GetMenuStatus(uint8 menu);
-extern int32 CloseMenuImmediately(void);
-
-//-----------------------------------------------------------------------------
// Misc functions - from misc.cpp
//-----------------------------------------------------------------------------
extern uint32 SVM_timeGetTime(void);
@@ -380,14 +295,6 @@ extern void SVM_SetFileAttributes(char *file, uint32 atrib);
extern void SVM_DeleteFile(char *file);
extern int32 SVM_GetVolumeInformation(char *cdPath, char *sCDName, uint32 maxPath, uint8 *, uint32 *dwMaxCompLength, uint32 *dwFSFlags, uint8 *, uint32 a);
-//-----------------------------------------------------------------------------
-extern int16 screenWide; // Width of the screen display
-extern int16 screenDeep; // Height of the screen display
-extern int16 mousex; // Mouse screen x coordinate
-extern int16 mousey; // Mouse screen y coordinate
-extern int32 renderCaps; // Flags which determine how to render the scene.
-extern uint8 palCopy[256][4]; // Current palette.
-
} // End of namespace Sword2
#endif
diff --git a/sword2/driver/menu.cpp b/sword2/driver/menu.cpp
index 983113d54b..06bbcd8044 100644
--- a/sword2/driver/menu.cpp
+++ b/sword2/driver/menu.cpp
@@ -29,23 +29,7 @@ namespace Sword2 {
#define MENUDEEP 40
#define MAXMENUANIMS 8
-static uint8 menuStatus[2] = {
- RDMENU_HIDDEN, RDMENU_HIDDEN
-};
-
-static byte *icons[2][RDMENU_MAXPOCKETS] = {
- { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL },
- { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL }
-};
-
-static uint8 pocketStatus[2][RDMENU_MAXPOCKETS] = {
- { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
- { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
-};
-
-static uint8 iconCount = 0;
-
-void ClearIconArea(int menu, int pocket, Common::Rect *r) {
+void Display::clearIconArea(int menu, int pocket, Common::Rect *r) {
byte *dst;
int i;
@@ -54,11 +38,11 @@ void ClearIconArea(int menu, int pocket, Common::Rect *r) {
r->left = RDMENU_ICONSTART + pocket * (RDMENU_ICONWIDE + RDMENU_ICONSPACING);
r->right = r->left + RDMENU_ICONWIDE;
- dst = lpBackBuffer + r->top * screenWide + r->left;
+ dst = _buffer + r->top * _screenWide + r->left;
for (i = 0; i < RDMENU_ICONDEEP; i++) {
memset(dst, 0, RDMENU_ICONWIDE);
- dst += screenWide;
+ dst += _screenWide;
}
}
@@ -68,7 +52,7 @@ void ClearIconArea(int menu, int pocket, Common::Rect *r) {
* system is.
*/
-int32 ProcessMenu(void) {
+void Display::processMenu(void) {
byte *src, *dst;
uint8 menu;
uint8 i, j;
@@ -90,84 +74,84 @@ int32 ProcessMenu(void) {
delta = 250;
frameCount = 1;
} else {
- frameCount = (uint8) ((iconCount + 8) * delta / 750);
- lastTime += frameCount * 750 / (iconCount + 8);
+ frameCount = (uint8) ((_iconCount + 8) * delta / 750);
+ lastTime += frameCount * 750 / (_iconCount + 8);
}
}
while (frameCount-- > 0) {
for (menu = RDMENU_TOP; menu <= RDMENU_BOTTOM; menu++) {
- if (menuStatus[menu] == RDMENU_OPENING) {
+ if (_menuStatus[menu] == RDMENU_OPENING) {
// The menu is opening, so process it here
complete = 1;
// Propagate the animation from the first icon.
for (i = RDMENU_MAXPOCKETS - 1; i > 0; i--) {
- pocketStatus[menu][i] = pocketStatus[menu][i - 1];
- if (pocketStatus[menu][i] != MAXMENUANIMS)
+ _pocketStatus[menu][i] = _pocketStatus[menu][i - 1];
+ if (_pocketStatus[menu][i] != MAXMENUANIMS)
complete = 0;
}
- if (pocketStatus[menu][i] != MAXMENUANIMS)
+ if (_pocketStatus[menu][i] != MAXMENUANIMS)
complete = 0;
// ... and animate the first icon
- if (pocketStatus[menu][0] != MAXMENUANIMS)
- pocketStatus[menu][0]++;
+ if (_pocketStatus[menu][0] != MAXMENUANIMS)
+ _pocketStatus[menu][0]++;
// Check to see if the menu is fully open
if (complete)
- menuStatus[menu] = RDMENU_SHOWN;
- } else if (menuStatus[menu] == RDMENU_CLOSING) {
+ _menuStatus[menu] = RDMENU_SHOWN;
+ } else if (_menuStatus[menu] == RDMENU_CLOSING) {
// The menu is closing, so process it here
complete = 1;
// Propagate the animation from the first icon.
for (i = RDMENU_MAXPOCKETS - 1; i > 0; i--) {
- if (icons[menu][i] && pocketStatus[menu][i] != 0 && pocketStatus[menu][i - 1] == 0) {
- ClearIconArea(menu, i, &r1);
- UploadRect(&r1);
+ if (_icons[menu][i] && _pocketStatus[menu][i] != 0 && _pocketStatus[menu][i - 1] == 0) {
+ clearIconArea(menu, i, &r1);
+ updateRect(&r1);
}
- pocketStatus[menu][i] = pocketStatus[menu][i - 1];
- if (pocketStatus[menu][i] != 0)
+ _pocketStatus[menu][i] = _pocketStatus[menu][i - 1];
+ if (_pocketStatus[menu][i] != 0)
complete = 0;
}
- if (pocketStatus[menu][i] != 0)
+ if (_pocketStatus[menu][i] != 0)
complete = 0;
// ... and animate the first icon
- if (pocketStatus[menu][0] != 0) {
- pocketStatus[menu][0]--;
+ if (_pocketStatus[menu][0] != 0) {
+ _pocketStatus[menu][0]--;
- if (pocketStatus[menu][0] == 0) {
- ClearIconArea(menu, 0, &r1);
- UploadRect(&r1);
+ if (_pocketStatus[menu][0] == 0) {
+ clearIconArea(menu, 0, &r1);
+ updateRect(&r1);
}
}
// Check to see if the menu is fully closed
if (complete)
- menuStatus[menu] = RDMENU_HIDDEN;
+ _menuStatus[menu] = RDMENU_HIDDEN;
}
}
}
// Does the menu need to be drawn?
for (menu = RDMENU_TOP; menu <= RDMENU_BOTTOM; menu++) {
- if (menuStatus[menu] != RDMENU_HIDDEN) {
+ if (_menuStatus[menu] != RDMENU_HIDDEN) {
// Draw the menu here.
curx = RDMENU_ICONSTART + RDMENU_ICONWIDE / 2;
cury = (MENUDEEP / 2) + (RENDERDEEP + MENUDEEP) * menu;
for (i = 0; i < RDMENU_MAXPOCKETS; i++) {
- if (icons[menu][i]) {
+ if (_icons[menu][i]) {
// Since we no longer clear the screen
// after each frame we need to clear
// the icon area.
- ClearIconArea(menu, i, &r1);
+ clearIconArea(menu, i, &r1);
- if (pocketStatus[menu][i] == MAXMENUANIMS) {
+ if (_pocketStatus[menu][i] == MAXMENUANIMS) {
xoff = (RDMENU_ICONWIDE / 2);
r2.left = curx - xoff;
r2.right = r2.left + RDMENU_ICONWIDE;
@@ -175,30 +159,30 @@ int32 ProcessMenu(void) {
r2.top = cury - yoff;
r2.bottom = r2.top + RDMENU_ICONDEEP;
} else {
- xoff = (RDMENU_ICONWIDE / 2) * pocketStatus[menu][i] / MAXMENUANIMS;
+ xoff = (RDMENU_ICONWIDE / 2) * _pocketStatus[menu][i] / MAXMENUANIMS;
r2.left = curx - xoff;
r2.right = curx + xoff;
- yoff = (RDMENU_ICONDEEP / 2) * pocketStatus[menu][i] / MAXMENUANIMS;
+ yoff = (RDMENU_ICONDEEP / 2) * _pocketStatus[menu][i] / MAXMENUANIMS;
r2.top = cury - yoff;
r2.bottom = cury + yoff;
}
if (xoff != 0 && yoff != 0) {
- dst = lpBackBuffer + r2.top * screenWide + r2.left;
- src = icons[menu][i];
+ dst = _buffer + r2.top * _screenWide + r2.left;
+ src = _icons[menu][i];
- if (pocketStatus[menu][i] != MAXMENUANIMS) {
- SquashImage(
- dst, screenWide, r2.right - r2.left, r2.bottom - r2.top,
+ if (_pocketStatus[menu][i] != MAXMENUANIMS) {
+ squashImage(
+ dst, _screenWide, r2.right - r2.left, r2.bottom - r2.top,
src, RDMENU_ICONWIDE, RDMENU_ICONWIDE, RDMENU_ICONDEEP, NULL);
} else {
for (j = 0; j < RDMENU_ICONDEEP; j++) {
memcpy(dst, src, RDMENU_ICONWIDE);
src += RDMENU_ICONWIDE;
- dst += screenWide;
+ dst += _screenWide;
}
}
- UploadRect(&r1);
+ updateRect(&r1);
}
}
curx += (RDMENU_ICONSPACING + RDMENU_ICONWIDE);
@@ -207,8 +191,6 @@ int32 ProcessMenu(void) {
}
}
}
-
- return RD_OK;
}
/**
@@ -217,17 +199,17 @@ int32 ProcessMenu(void) {
* @return RD_OK, or an error code
*/
-int32 ShowMenu(uint8 menu) {
+int32 Display::showMenu(uint8 menu) {
// Check for invalid menu parameter
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
// Check that the menu is not currently shown, or in the process of
// being shown.
- if (menuStatus[menu] == RDMENU_SHOWN || menuStatus[menu] == RDMENU_OPENING)
+ if (_menuStatus[menu] == RDMENU_SHOWN || _menuStatus[menu] == RDMENU_OPENING)
return RDERR_INVALIDCOMMAND;
- menuStatus[menu] = RDMENU_OPENING;
+ _menuStatus[menu] = RDMENU_OPENING;
return RD_OK;
}
@@ -237,17 +219,17 @@ int32 ShowMenu(uint8 menu) {
* @return RD_OK, or an error code
*/
-int32 HideMenu(uint8 menu) {
+int32 Display::hideMenu(uint8 menu) {
// Check for invalid menu parameter
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
// Check that the menu is not currently hidden, or in the process of
// being hidden.
- if (menuStatus[menu] == RDMENU_HIDDEN || menuStatus[menu] == RDMENU_CLOSING)
+ if (_menuStatus[menu] == RDMENU_HIDDEN || _menuStatus[menu] == RDMENU_CLOSING)
return RDERR_INVALIDCOMMAND;
- menuStatus[menu] = RDMENU_CLOSING;
+ _menuStatus[menu] = RDMENU_CLOSING;
return RD_OK;
}
@@ -255,26 +237,25 @@ int32 HideMenu(uint8 menu) {
* This function hides both menus immediately.
*/
-int32 CloseMenuImmediately(void) {
+void Display::closeMenuImmediately(void) {
Common::Rect r;
int i;
- menuStatus[0] = RDMENU_HIDDEN;
- menuStatus[1] = RDMENU_HIDDEN;
+ _menuStatus[0] = RDMENU_HIDDEN;
+ _menuStatus[1] = RDMENU_HIDDEN;
for (i = 0; i < RDMENU_MAXPOCKETS; i++) {
- if (icons[0][i]) {
- ClearIconArea(0, i, &r);
- UploadRect(&r);
+ if (_icons[0][i]) {
+ clearIconArea(0, i, &r);
+ updateRect(&r);
}
- if (icons[1][i]) {
- ClearIconArea(1, i, &r);
- UploadRect(&r);
+ if (_icons[1][i]) {
+ clearIconArea(1, i, &r);
+ updateRect(&r);
}
}
- memset(pocketStatus, 0, sizeof(uint8) * 2 * RDMENU_MAXPOCKETS);
- return RD_OK;
+ memset(_pocketStatus, 0, sizeof(uint8) * 2 * RDMENU_MAXPOCKETS);
}
/**
@@ -285,11 +266,9 @@ int32 CloseMenuImmediately(void) {
* @return RD_OK, or an error code
*/
-int32 SetMenuIcon(uint8 menu, uint8 pocket, uint8 *icon) {
+int32 Display::setMenuIcon(uint8 menu, uint8 pocket, uint8 *icon) {
Common::Rect r;
- debug(5, "stub SetMenuIcon( %d, %d )", menu, pocket);
-
// Check for invalid menu parameter.
if (menu > RDMENU_BOTTOM)
return RDERR_INVALIDMENU;
@@ -299,33 +278,24 @@ int32 SetMenuIcon(uint8 menu, uint8 pocket, uint8 *icon) {
return RDERR_INVALIDPOCKET;
// If there is an icon in the requested menu/pocket, clear it out.
- if (icons[menu][pocket]) {
- iconCount--;
- free(icons[menu][pocket]);
- icons[menu][pocket] = NULL;
- ClearIconArea(menu, pocket, &r);
- UploadRect(&r);
+ if (_icons[menu][pocket]) {
+ _iconCount--;
+ free(_icons[menu][pocket]);
+ _icons[menu][pocket] = NULL;
+ clearIconArea(menu, pocket, &r);
+ updateRect(&r);
}
// Only put the icon in the pocket if it is not NULL
if (icon != NULL) {
- iconCount++;
- icons[menu][pocket] = (uint8 *) malloc(RDMENU_ICONWIDE * RDMENU_ICONDEEP);
- if (icons[menu][pocket] == NULL)
+ _iconCount++;
+ _icons[menu][pocket] = (uint8 *) malloc(RDMENU_ICONWIDE * RDMENU_ICONDEEP);
+ if (_icons[menu][pocket] == NULL)
return RDERR_OUTOFMEMORY;
- memcpy(icons[menu][pocket], icon, RDMENU_ICONWIDE * RDMENU_ICONDEEP);
+ memcpy(_icons[menu][pocket], icon, RDMENU_ICONWIDE * RDMENU_ICONDEEP);
}
- return RD_OK;
-}
-/**
- * @return The status of the menu
- */
-
-uint8 GetMenuStatus(uint8 menu) {
- if (menu > RDMENU_BOTTOM)
- return RDMENU_HIDDEN;
- return menuStatus[menu];
+ return RD_OK;
}
} // End of namespace Sword2
diff --git a/sword2/driver/palette.cpp b/sword2/driver/palette.cpp
index c08f0ac14e..480c0de0a5 100644
--- a/sword2/driver/palette.cpp
+++ b/sword2/driver/palette.cpp
@@ -20,54 +20,31 @@
#include "stdafx.h"
#include "common/util.h"
#include "base/engine.h"
+#include "bs2/sword2.h"
#include "bs2/driver/d_draw.h"
#include "bs2/driver/driver96.h"
-#include "bs2/sword2.h"
namespace Sword2 {
-#define PALTABLESIZE 64 * 64 * 64
-
-uint8 palCopy[256][4];
-
-static uint8 fadePalette[256][4];
-static uint8 paletteMatch[PALTABLESIZE];
-static uint8 fadeStatus = RDFADE_NONE;
-
-static int32 fadeStartTime;
-static int32 fadeTotalTime;
-
-// --------------------------------------------------------------------------
-// int32 RestorePalette(void)
-//
-// This function restores the palette, and should be called whenever the
-// screen mode changes, or something like that.
-// --------------------------------------------------------------------------
-
-int32 RestorePalette(void) {
- g_system->set_palette((const byte *) palCopy, 0, 256);
- return RD_OK;
-}
-
-uint8 GetMatch(uint8 r, uint8 g, uint8 b) {
+uint8 Display::getMatch(uint8 r, uint8 g, uint8 b) {
int32 diff;
int32 min;
int16 diffred, diffgreen, diffblue;
int16 i;
uint8 minIndex;
- diffred = palCopy[0][0] - r;
- diffgreen = palCopy[0][1] - g;
- diffblue = palCopy[0][2] - b;
+ diffred = _palCopy[0][0] - r;
+ diffgreen = _palCopy[0][1] - g;
+ diffblue = _palCopy[0][2] - b;
diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue;
min = diff;
minIndex = 0;
if (diff > 0) {
for (i = 1; i < 256; i++) {
- diffred = palCopy[i][0] - r;
- diffgreen = palCopy[i][1] - g;
- diffblue = palCopy[i][2] - b;
+ diffred = _palCopy[i][0] - r;
+ diffgreen = _palCopy[i][1] - g;
+ diffblue = _palCopy[i][2] - b;
diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue;
if (diff < min) {
@@ -90,7 +67,7 @@ uint8 GetMatch(uint8 r, uint8 g, uint8 b) {
* from the current palCopy
*/
-int32 UpdatePaletteMatchTable(uint8 *data) {
+void Display::updatePaletteMatchTable(uint8 *data) {
if (!data) {
int16 red, green, blue;
uint8 *p;
@@ -99,20 +76,18 @@ int32 UpdatePaletteMatchTable(uint8 *data) {
// FIXME: Does this case ever happen?
- p = &paletteMatch[0];
+ p = &_paletteMatch[0];
for (red = 0; red < 256; red += 4) {
for (green = 0; green < 256; green += 4) {
for (blue = 0; blue < 256; blue += 4) {
- *p++ = GetMatch((uint8) red, (uint8) green, (uint8) blue);
+ *p++ = getMatch((uint8) red, (uint8) green, (uint8) blue);
}
}
}
} else {
// The provided data is the new palette match table
- memcpy(paletteMatch, data, PALTABLESIZE);
+ memcpy(_paletteMatch, data, PALTABLESIZE);
}
-
- return RD_OK;
}
/**
@@ -126,8 +101,8 @@ int32 UpdatePaletteMatchTable(uint8 *data) {
// FIXME: This used to be inlined - probably a good idea - but the
// linker complained when I tried to use it in sprite.cpp.
-uint8 QuickMatch(uint8 r, uint8 g, uint8 b) {
- return paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
+uint8 Display::quickMatch(uint8 r, uint8 g, uint8 b) {
+ return _paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
}
/**
@@ -137,27 +112,22 @@ uint8 QuickMatch(uint8 r, uint8 g, uint8 b) {
* @param colourTable the new colour entries
*/
-int32 BS2_SetPalette(int16 startEntry, int16 noEntries, uint8 *colourTable, uint8 fadeNow) {
- if (noEntries == 0) {
- RestorePalette();
- return RD_OK;
- }
-
- memcpy(&palCopy[startEntry][0], colourTable, noEntries * 4);
- if (fadeNow == RDPAL_INSTANT)
- g_system->set_palette((byte *) palCopy, startEntry, noEntries);
-
- return RD_OK;
+void Display::setPalette(int16 startEntry, int16 noEntries, uint8 *colourTable, uint8 fadeNow) {
+ if (noEntries) {
+ memcpy(&_palCopy[startEntry][0], colourTable, noEntries * 4);
+ if (fadeNow == RDPAL_INSTANT)
+ g_system->set_palette((const byte *) _palCopy, startEntry, noEntries);
+ } else
+ g_system->set_palette((const byte *) _palCopy, 0, 256);
}
-int32 DimPalette(void) {
- byte *p = (byte *) palCopy;
+void Display::dimPalette(void) {
+ byte *p = (byte *) _palCopy;
for (int i = 0; i < 256 * 4; i++)
p[i] /= 2;
g_system->set_palette(p, 0, 256);
- return RD_OK;
}
/**
@@ -165,13 +135,13 @@ int32 DimPalette(void) {
* @param time the time it will take the palette to fade up
*/
-int32 FadeUp(float time) {
- if (fadeStatus != RDFADE_BLACK && fadeStatus != RDFADE_NONE)
+int32 Display::fadeUp(float time) {
+ if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
- fadeTotalTime = (int32) (time * 1000);
- fadeStatus = RDFADE_UP;
- fadeStartTime = SVM_timeGetTime();
+ _fadeTotalTime = (int32) (time * 1000);
+ _fadeStatus = RDFADE_UP;
+ _fadeStartTime = SVM_timeGetTime();
return RD_OK;
}
@@ -181,13 +151,13 @@ int32 FadeUp(float time) {
* @param time the time it will take the palette to fade down
*/
-int32 FadeDown(float time) {
- if (fadeStatus != RDFADE_BLACK && fadeStatus != RDFADE_NONE)
+int32 Display::fadeDown(float time) {
+ if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
- fadeTotalTime = (int32) (time * 1000);
- fadeStatus = RDFADE_DOWN;
- fadeStartTime = SVM_timeGetTime();
+ _fadeTotalTime = (int32) (time * 1000);
+ _fadeStatus = RDFADE_DOWN;
+ _fadeStartTime = SVM_timeGetTime();
return RD_OK;
}
@@ -198,20 +168,20 @@ int32 FadeDown(float time) {
* (not faded), or RDFADE_BLACK (completely faded down)
*/
-uint8 GetFadeStatus(void) {
- return fadeStatus;
+uint8 Display::getFadeStatus(void) {
+ return _fadeStatus;
}
-void WaitForFade(void) {
- while (GetFadeStatus() != RDFADE_NONE && GetFadeStatus() != RDFADE_BLACK) {
- ServiceWindows();
+void Display::waitForFade(void) {
+ while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK) {
+ updateDisplay();
g_system->delay_msecs(20);
}
}
-void FadeServer() {
+void Display::fadeServer(void) {
static int32 previousTime = 0;
- const byte *newPalette = (const byte *) fadePalette;
+ const byte *newPalette = (const byte *) _fadePalette;
int32 currentTime;
int16 fadeMultiplier;
int16 i;
@@ -221,7 +191,7 @@ void FadeServer() {
// actually update the screen.
// If we're not in the process of fading, do nothing.
- if (fadeStatus != RDFADE_UP && fadeStatus != RDFADE_DOWN)
+ if (getFadeStatus() != RDFADE_UP && getFadeStatus() != RDFADE_DOWN)
return;
// I don't know if this is necessary, but let's limit how often the
@@ -232,28 +202,28 @@ void FadeServer() {
previousTime = currentTime;
- if (fadeStatus == RDFADE_UP) {
- if (currentTime >= fadeStartTime + fadeTotalTime) {
- fadeStatus = RDFADE_NONE;
- newPalette = (const byte *) palCopy;
+ if (getFadeStatus() == RDFADE_UP) {
+ if (currentTime >= _fadeStartTime + _fadeTotalTime) {
+ _fadeStatus = RDFADE_NONE;
+ newPalette = (const byte *) _palCopy;
} else {
- fadeMultiplier = (int16) (((int32) (currentTime - fadeStartTime) * 256) / fadeTotalTime);
+ fadeMultiplier = (int16) (((int32) (currentTime - _fadeStartTime) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
- fadePalette[i][0] = (palCopy[i][0] * fadeMultiplier) >> 8;
- fadePalette[i][1] = (palCopy[i][1] * fadeMultiplier) >> 8;
- fadePalette[i][2] = (palCopy[i][2] * fadeMultiplier) >> 8;
+ _fadePalette[i][0] = (_palCopy[i][0] * fadeMultiplier) >> 8;
+ _fadePalette[i][1] = (_palCopy[i][1] * fadeMultiplier) >> 8;
+ _fadePalette[i][2] = (_palCopy[i][2] * fadeMultiplier) >> 8;
}
}
} else {
- if (currentTime >= fadeStartTime + fadeTotalTime) {
- fadeStatus = RDFADE_BLACK;
- memset(fadePalette, 0, sizeof(fadePalette));
+ if (currentTime >= _fadeStartTime + _fadeTotalTime) {
+ _fadeStatus = RDFADE_BLACK;
+ memset(_fadePalette, 0, sizeof(_fadePalette));
} else {
- fadeMultiplier = (int16) (((int32) (fadeTotalTime - (currentTime - fadeStartTime)) * 256) / fadeTotalTime);
+ fadeMultiplier = (int16) (((int32) (_fadeTotalTime - (currentTime - _fadeStartTime)) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
- fadePalette[i][0] = (palCopy[i][0] * fadeMultiplier) >> 8;
- fadePalette[i][1] = (palCopy[i][1] * fadeMultiplier) >> 8;
- fadePalette[i][2] = (palCopy[i][2] * fadeMultiplier) >> 8;
+ _fadePalette[i][0] = (_palCopy[i][0] * fadeMultiplier) >> 8;
+ _fadePalette[i][1] = (_palCopy[i][1] * fadeMultiplier) >> 8;
+ _fadePalette[i][2] = (_palCopy[i][2] * fadeMultiplier) >> 8;
}
}
}
diff --git a/sword2/driver/palette.h b/sword2/driver/palette.h
index 705cbe9030..34de190bd6 100644
--- a/sword2/driver/palette.h
+++ b/sword2/driver/palette.h
@@ -22,11 +22,6 @@
namespace Sword2 {
-extern uint8 paletteMatch[64*64*64];
-
-extern int32 RestorePalette(void);
-extern void FadeServer();
-
} // End of namespace Sword2
#endif
diff --git a/sword2/driver/rdwin.cpp b/sword2/driver/rdwin.cpp
index 6d63521ce7..2f12e6c9fa 100644
--- a/sword2/driver/rdwin.cpp
+++ b/sword2/driver/rdwin.cpp
@@ -44,8 +44,8 @@ void Sword2Engine::parseEvents() {
WriteKey(event.kbd.ascii, event.kbd.keycode, event.kbd.flags);
break;
case OSystem::EVENT_MOUSEMOVE:
- mousex = event.mouse.x;
- mousey = event.mouse.y - MENUDEEP;
+ g_display->_mouseX = event.mouse.x;
+ g_display->_mouseY = event.mouse.y - MENUDEEP;
break;
case OSystem::EVENT_LBUTTONDOWN:
LogMouseEvent(RD_LEFTBUTTONDOWN);
@@ -61,7 +61,6 @@ void Sword2Engine::parseEvents() {
break;
case OSystem::EVENT_QUIT:
Close_game();
- CloseAppWindow();
break;
default:
break;
@@ -69,24 +68,8 @@ void Sword2Engine::parseEvents() {
}
}
-/**
- * Quit the game.
- */
-
-int32 CloseAppWindow(void) {
- warning("stub CloseAppWindow");
-/*
- DestroyWindow(hwnd);
-*/
- // just quit for now
- g_system->quit();
- return RD_OK;
-}
-
-static bool _needRedraw = false;
-
-void SetNeedRedraw() {
- _needRedraw = true;
+void Display::setNeedFullRedraw() {
+ _needFullRedraw = true;
}
/**
@@ -94,29 +77,27 @@ void SetNeedRedraw() {
* windows and the interface it provides.
*/
-int32 ServiceWindows(void) {
+void Display::updateDisplay(void) {
g_sword2->parseEvents();
- FadeServer();
+ fadeServer();
// FIXME: We re-render the entire picture area of the screen for each
// frame, which is pretty horrible.
- if (_needRedraw) {
- g_system->copy_rect(lpBackBuffer + MENUDEEP * screenWide, screenWide, 0, MENUDEEP, screenWide, screenDeep - 2 * MENUDEEP);
- _needRedraw = false;
+ if (_needFullRedraw) {
+ g_system->copy_rect(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
+ _needFullRedraw = false;
}
// We still need to update because of fades, menu animations, etc.
g_system->update_screen();
-
- return RD_OK;
}
/**
* Set the window title
*/
-void SetWindowName(const char *windowName) {
+void Display::setWindowName(const char *windowName) {
OSystem::Property prop;
prop.caption = windowName;
diff --git a/sword2/driver/rdwin.h b/sword2/driver/rdwin.h
index b0a483fe1a..4fbbf33a35 100644
--- a/sword2/driver/rdwin.h
+++ b/sword2/driver/rdwin.h
@@ -22,8 +22,6 @@
namespace Sword2 {
-extern void SetNeedRedraw(void);
-
} // End of namespace Sword2
#endif
diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp
index 9718106963..a8e13fd45a 100644
--- a/sword2/driver/render.cpp
+++ b/sword2/driver/render.cpp
@@ -28,60 +28,18 @@
namespace Sword2 {
-#define MILLISECSPERCYCLE 83
-
-// Scroll variables. scrollx and scrolly hold the current scroll position,
-// and scrollxTarget and scrollyTarget are the target position for the end
-// of the game cycle.
-
-extern int16 scrollx;
-extern int16 scrolly;
-int16 parallaxScrollx;
-int16 parallaxScrolly;
-int16 locationWide;
-int16 locationDeep;
-
-static int16 scrollxTarget;
-static int16 scrollyTarget;
-static int16 scrollxOld;
-static int16 scrollyOld;
-static uint16 layer = 0;
-
-#define RENDERAVERAGETOTAL 4
-
-static int32 renderCountIndex = 0;
-static int32 renderTimeLog[RENDERAVERAGETOTAL] = { 60, 60, 60, 60 };
-static int32 initialTime;
-static int32 startTime;
-static int32 totalTime;
-static int32 renderAverageTime = 60;
-static int32 framesPerGameCycle;
-static int32 renderTooSlow;
-
-#define BLOCKWIDTH 64
-#define BLOCKHEIGHT 64
-#define BLOCKWBITS 6
-#define BLOCKHBITS 6
-#define MAXLAYERS 5
-
-static uint8 xblocks[MAXLAYERS];
-static uint8 yblocks[MAXLAYERS];
-
-// blockSurfaces stores an array of sub-blocks for each of the parallax layers.
-
-typedef struct {
- byte data[BLOCKWIDTH * BLOCKHEIGHT];
- bool transparent;
-} BlockSurface;
-
-static BlockSurface **blockSurfaces[MAXLAYERS] = { 0, 0, 0, 0, 0 };
-
-void UploadRect(Common::Rect *r) {
- g_system->copy_rect(lpBackBuffer + r->top * screenWide + r->left,
- screenWide, r->left, r->top, r->right - r->left, r->bottom - r->top);
+#define MILLISECSPERCYCLE 83
+
+#define BLOCKWBITS 6
+#define BLOCKHBITS 6
+
+void Display::updateRect(Common::Rect *r) {
+ g_system->copy_rect(_buffer + r->top * _screenWide + r->left,
+ _screenWide, r->left, r->top, r->right - r->left,
+ r->bottom - r->top);
}
-void BlitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect) {
+void Display::blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect) {
if (r->top > clip_rect->bottom || r->left > clip_rect->right || r->bottom <= clip_rect->top || r->right <= clip_rect->left)
return;
@@ -100,7 +58,7 @@ void BlitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect)
if (r->right > clip_rect->right)
r->right = clip_rect->right;
- byte *dst = lpBackBuffer + r->top * screenWide + r->left;
+ byte *dst = _buffer + r->top * _screenWide + r->left;
int i, j;
if (s->transparent) {
@@ -110,23 +68,20 @@ void BlitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clip_rect)
dst[j] = src[j];
}
src += BLOCKWIDTH;
- dst += screenWide;
+ dst += _screenWide;
}
} else {
for (i = 0; i < r->bottom - r->top; i++) {
memcpy(dst, src, r->right - r->left);
src += BLOCKWIDTH;
- dst += screenWide;
+ dst += _screenWide;
}
}
// UploadRect(r);
- SetNeedRedraw();
+ g_display->setNeedFullRedraw();
}
-static uint16 xScale[SCALE_MAXWIDTH];
-static uint16 yScale[SCALE_MAXHEIGHT];
-
// I've made the scaling two separate functions because there were cases from
// DrawSprite() where it wasn't obvious if the sprite should grow or shrink,
// which caused crashes.
@@ -140,7 +95,7 @@ static uint16 yScale[SCALE_MAXHEIGHT];
// be drawn. This is only used at the highest graphics detail setting (and not
// always even then) and is used to help anti-alias the image.
-void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
+void Display::squashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
int32 ince, incne, d;
int16 x, y;
@@ -150,7 +105,7 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
incne = 2 * (dstWidth - srcWidth);
d = 2 * dstWidth - srcWidth;
x = y = 0;
- xScale[y] = x;
+ _xScale[y] = x;
while (x < srcWidth) {
if (d <= 0) {
@@ -161,7 +116,7 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
x++;
y++;
}
- xScale[y] = x;
+ _xScale[y] = x;
}
// Work out the y-scale
@@ -170,7 +125,7 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
incne = 2 * (dstHeight - srcHeight);
d = 2 * dstHeight - srcHeight;
x = y = 0;
- yScale[y] = x;
+ _yScale[y] = x;
while (x < srcHeight) {
if (d <= 0) {
@@ -181,7 +136,7 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
x++;
y++;
}
- yScale[y] = x;
+ _yScale[y] = x;
}
// Copy the image (with or without anti-aliasing)
@@ -198,19 +153,19 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
int blue = 0;
int i, j;
- for (j = yScale[y]; j < yScale[y + 1]; j++) {
- for (i = xScale[x]; i < xScale[x + 1]; i++) {
+ for (j = _yScale[y]; j < _yScale[y + 1]; j++) {
+ for (i = _xScale[x]; i < _xScale[x + 1]; i++) {
p = src[j * srcPitch + i];
if (p) {
- red += palCopy[p][0];
- green += palCopy[p][1];
- blue += palCopy[p][2];
+ red += _palCopy[p][0];
+ green += _palCopy[p][1];
+ blue += _palCopy[p][2];
p1 = p;
spriteCount++;
} else {
- red += palCopy[backbuf[x]][0];
- green += palCopy[backbuf[x]][1];
- blue += palCopy[backbuf[x]][2];
+ red += _palCopy[backbuf[x]][0];
+ green += _palCopy[backbuf[x]][1];
+ blue += _palCopy[backbuf[x]][2];
}
count++;
}
@@ -220,22 +175,22 @@ void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
else if (spriteCount == 1)
dst[x] = p1;
else
- dst[x] = QuickMatch((uint8) (red / count), (uint8) (green / count), (uint8) (blue / count));
+ dst[x] = quickMatch((uint8) (red / count), (uint8) (green / count), (uint8) (blue / count));
}
dst += dstPitch;
- backbuf += screenWide;
+ backbuf += _screenWide;
}
} else {
for (y = 0; y < dstHeight; y++) {
for (x = 0; x < dstWidth; x++) {
- dst[x] = src[yScale[y] * srcPitch + xScale[x]];
+ dst[x] = src[_yScale[y] * srcPitch + _xScale[x]];
}
dst += dstPitch;
}
}
}
-void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
+void Display::stretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf) {
byte *origDst = dst;
int32 ince, incne, d;
int16 x, y, i, j, k;
@@ -246,7 +201,7 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
incne = 2 * (srcWidth - dstWidth);
d = 2 * srcWidth - dstWidth;
x = y = 0;
- xScale[y] = x;
+ _xScale[y] = x;
while (x < dstWidth) {
if (d <= 0) {
@@ -256,7 +211,7 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
d += incne;
x++;
y++;
- xScale[y] = x;
+ _xScale[y] = x;
}
}
@@ -266,7 +221,7 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
incne = 2 * (srcHeight - dstHeight);
d = 2 * srcHeight - dstHeight;
x = y = 0;
- yScale[y] = x;
+ _yScale[y] = x;
while (x < dstHeight) {
if (d <= 0) {
d += ince;
@@ -275,17 +230,17 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
d += incne;
x++;
y++;
- yScale[y] = x;
+ _yScale[y] = x;
}
}
// Copy the image
for (y = 0; y < srcHeight; y++) {
- for (j = yScale[y]; j < yScale[y + 1]; j++) {
+ for (j = _yScale[y]; j < _yScale[y + 1]; j++) {
k = 0;
for (x = 0; x < srcWidth; x++) {
- for (i = xScale[x]; i < xScale[x + 1]; i++) {
+ for (i = _xScale[x]; i < _xScale[x + 1]; i++) {
dst[k++] = src[y * srcPitch + x];
}
}
@@ -342,16 +297,16 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
count++;
if (count) {
- int red = palCopy[pt[0]][0] << 2;
- int green = palCopy[pt[0]][1] << 2;
- int blue = palCopy[pt[0]][2] << 2;
+ int red = _palCopy[pt[0]][0] << 2;
+ int green = _palCopy[pt[0]][1] << 2;
+ int blue = _palCopy[pt[0]][2] << 2;
for (i = 1; i < 5; i++) {
- red += palCopy[pt[i]][0];
- green += palCopy[pt[i]][1];
- blue += palCopy[pt[i]][2];
+ red += _palCopy[pt[i]][0];
+ green += _palCopy[pt[i]][1];
+ blue += _palCopy[pt[i]][2];
}
- *dst++ = QuickMatch((uint8) (red >> 3), (uint8) (green >> 3), (uint8) (blue >> 3));
+ *dst++ = quickMatch((uint8) (red >> 3), (uint8) (green >> 3), (uint8) (blue >> 3));
} else
*dst++ = 0;
src++;
@@ -373,27 +328,7 @@ void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight,
}
}
-int32 RestoreBackgroundLayer(_parallax *p, int16 l)
-{
- int16 oldLayer = layer;
-
- debug(2, "RestoreBackgroundLayer %d", l);
-
- layer = l;
- if (blockSurfaces[l]) {
- for (int i = 0; i < xblocks[l] * yblocks[l]; i++) {
- if (blockSurfaces[l][i])
- free(blockSurfaces[l][i]);
- }
-
- free(blockSurfaces[l]);
- blockSurfaces[l] = NULL;
- }
- InitialiseBackgroundLayer(p);
- layer = oldLayer;
- return RD_OK;
-}
-
+#ifdef _SWORD2_DEBUG
/**
* Plots a point relative to the top left corner of the screen. This is only
* used for debugging.
@@ -402,17 +337,15 @@ int32 RestoreBackgroundLayer(_parallax *p, int16 l)
* @param colour colour of the point
*/
-int32 PlotPoint(uint16 x, uint16 y, uint8 colour) {
- uint8 *buf = lpBackBuffer + 40 * RENDERWIDE;
+void Display::plotPoint(uint16 x, uint16 y, uint8 colour) {
+ uint8 *buf = _buffer + 40 * RENDERWIDE;
int16 newx, newy;
- newx = x - scrollx;
- newy = y - scrolly;
+ newx = x - _scrollX;
+ newy = y - _scrollY;
if (newx >= 0 && newx < RENDERWIDE && newy >= 0 && newy < RENDERDEEP)
buf[newy * RENDERWIDE + newx] = colour;
-
- return RD_OK;
}
/**
@@ -425,8 +358,8 @@ int32 PlotPoint(uint16 x, uint16 y, uint8 colour) {
*/
// Uses Bressnham's incremental algorithm!
-int32 DrawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
- uint8 *buf = lpBackBuffer + 40 * RENDERWIDE;
+void Display::drawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
+ uint8 *buf = _buffer + 40 * RENDERWIDE;
int dx, dy;
int dxmod, dymod;
int ince, incne;
@@ -434,10 +367,10 @@ int32 DrawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
int x, y;
int addTo;
- x1 -= scrollx;
- y1 -= scrolly;
- x0 -= scrollx;
- y0 -= scrolly;
+ x1 -= _scrollX;
+ y1 -= _scrollY;
+ x0 -= _scrollX;
+ y0 -= _scrollY;
// Lock the surface if we're rendering to the back buffer.
@@ -579,9 +512,8 @@ int32 DrawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
}
}
}
-
- return RD_OK;
}
+#endif
/**
* This function tells the driver the size of the background screen for the
@@ -590,11 +522,9 @@ int32 DrawLine(int16 x0, int16 y0, int16 x1, int16 y1, uint8 colour) {
* @param h height of the current location
*/
-int32 SetLocationMetrics(uint16 w, uint16 h) {
- locationWide = w;
- locationDeep = h;
-
- return RD_OK;
+void Display::setLocationMetrics(uint16 w, uint16 h) {
+ _locationWide = w;
+ _locationDeep = h;
}
/**
@@ -602,45 +532,43 @@ int32 SetLocationMetrics(uint16 w, uint16 h) {
* parallax can be either foreground, background or the main screen.
*/
-int32 RenderParallax(_parallax *p, int16 l) {
+void Display::renderParallax(_parallax *p, int16 l) {
int16 x, y;
Common::Rect r;
- if (locationWide == screenWide)
+ if (_locationWide == _screenWide)
x = 0;
else
- x = ((int32) ((p->w - screenWide) * scrollx) / (int32) (locationWide - screenWide));
+ x = ((int32) ((p->w - _screenWide) * _scrollX) / (int32) (_locationWide - _screenWide));
- if (locationDeep == (screenDeep - MENUDEEP * 2))
+ if (_locationDeep == _screenDeep - MENUDEEP * 2)
y = 0;
else
- y = ((int32) ((p->h - (screenDeep - MENUDEEP * 2)) * scrolly) / (int32) (locationDeep - (screenDeep - MENUDEEP * 2)));
+ y = ((int32) ((p->h - (_screenDeep - MENUDEEP * 2)) * _scrollY) / (int32) (_locationDeep - (_screenDeep - MENUDEEP * 2)));
Common::Rect clip_rect;
// Leave enough space for the top and bottom menues
clip_rect.left = 0;
- clip_rect.right = screenWide;
+ clip_rect.right = _screenWide;
clip_rect.top = MENUDEEP;
- clip_rect.bottom = screenDeep - MENUDEEP;
+ clip_rect.bottom = _screenDeep - MENUDEEP;
- for (int j = 0; j < yblocks[l]; j++) {
- for (int i = 0; i < xblocks[l]; i++) {
- if (blockSurfaces[l][i + j * xblocks[l]]) {
+ for (int j = 0; j < _yBlocks[l]; j++) {
+ for (int i = 0; i < _xBlocks[l]; i++) {
+ if (_blockSurfaces[l][i + j * _xBlocks[l]]) {
r.left = i * BLOCKWIDTH - x;
r.right = r.left + BLOCKWIDTH;
r.top = j * BLOCKHEIGHT - y + 40;
r.bottom = r.top + BLOCKHEIGHT;
- BlitBlockSurface(blockSurfaces[l][i + j * xblocks[l]], &r, &clip_rect);
+ blitBlockSurface(_blockSurfaces[l][i + j * _xBlocks[l]], &r, &clip_rect);
}
}
}
- parallaxScrollx = scrollx - x;
- parallaxScrolly = scrolly - y;
-
- return RD_OK;
+ _parallaxScrollX = _scrollX - x;
+ _parallaxScrollY = _scrollY - y;
}
// Uncomment this when benchmarking the drawing routines.
@@ -650,10 +578,9 @@ int32 RenderParallax(_parallax *p, int16 l) {
* Initialises the timers before the render loop is entered.
*/
-int32 InitialiseRenderCycle(void) {
- initialTime = SVM_timeGetTime();
- totalTime = initialTime + MILLISECSPERCYCLE;
- return RD_OK;
+void Display::initialiseRenderCycle(void) {
+ _initialTime = SVM_timeGetTime();
+ _totalTime = _initialTime + MILLISECSPERCYCLE;
}
/**
@@ -661,24 +588,23 @@ int32 InitialiseRenderCycle(void) {
* render cycle.
*/
-int32 StartRenderCycle(void) {
- scrollxOld = scrollx;
- scrollyOld = scrolly;
+void Display::startRenderCycle(void) {
+ _scrollXOld = _scrollX;
+ _scrollYOld = _scrollY;
- startTime = SVM_timeGetTime();
+ _startTime = SVM_timeGetTime();
- if (startTime + renderAverageTime >= totalTime) {
- scrollx = scrollxTarget;
- scrolly = scrollyTarget;
- renderTooSlow = 1;
+ if (_startTime + _renderAverageTime >= _totalTime) {
+ _scrollX = _scrollXTarget;
+ _scrollY = _scrollYTarget;
+ _renderTooSlow = true;
} else {
- scrollx = (int16) (scrollxOld + ((scrollxTarget - scrollxOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime));
- scrolly = (int16) (scrollyOld + ((scrollyTarget - scrollyOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime));
- renderTooSlow = 0;
+ _scrollX = (int16) (_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
+ _scrollY = (int16) (_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
+ _renderTooSlow = false;
}
- framesPerGameCycle = 0;
- return RD_OK;
+ _framesPerGameCycle = 0;
}
/**
@@ -687,52 +613,56 @@ int32 StartRenderCycle(void) {
* terminated, or false if it should continue
*/
-int32 EndRenderCycle(bool *end) {
+bool Display::endRenderCycle(void) {
+ static int32 renderTimeLog[4] = { 60, 60, 60, 60 };
+ static int32 renderCountIndex = 0;
int32 time;
time = SVM_timeGetTime();
- renderTimeLog[renderCountIndex] = time - startTime;
- startTime = time;
- renderAverageTime = (renderTimeLog[0] + renderTimeLog[1] + renderTimeLog[2] + renderTimeLog[3]) >> 2;
+ renderTimeLog[renderCountIndex] = time - _startTime;
+ _startTime = time;
+ _renderAverageTime = (renderTimeLog[0] + renderTimeLog[1] + renderTimeLog[2] + renderTimeLog[3]) >> 2;
- framesPerGameCycle++;
+ _framesPerGameCycle++;
if (++renderCountIndex == RENDERAVERAGETOTAL)
renderCountIndex = 0;
- if (renderTooSlow) {
- *end = true;
- InitialiseRenderCycle();
- } else if (startTime + renderAverageTime >= totalTime) {
- *end = true;
- totalTime += MILLISECSPERCYCLE;
- initialTime = time;
+ if (_renderTooSlow) {
+ initialiseRenderCycle();
+ return true;
+ }
+
+ if (_startTime + _renderAverageTime >= _totalTime) {
+ _totalTime += MILLISECSPERCYCLE;
+ _initialTime = time;
+ return true;
+ }
+
#ifdef LIMIT_FRAME_RATE
- } else if (scrollxTarget == scrollx && scrollyTarget == scrolly) {
+ if (_scrollXTarget == _scrollX && _scrollYTarget == _scrollY) {
// If we have already reached the scroll target sleep for the
// rest of the render cycle.
- *end = true;
- sleepUntil(totalTime);
- initialTime = SVM_timeGetTime();
- totalTime += MILLISECSPERCYCLE;
+ sleepUntil(_totalTime);
+ _initialTime = SVM_timeGetTime();
+ _totalTime += MILLISECSPERCYCLE;
+ return true;
+ }
#endif
- } else {
- *end = false;
- // This is an attempt to ensure that we always reach the scroll
- // target. Otherwise the game frequently tries to pump out new
- // interpolation frames without ever getting anywhere.
+ // This is an attempt to ensure that we always reach the scroll target.
+ // Otherwise the game frequently tries to pump out new interpolation
+ // frames without ever getting anywhere.
- if (ABS(scrollx - scrollxTarget) <= 1 && ABS(scrolly - scrollyTarget) <= 1) {
- scrollx = scrollxTarget;
- scrolly = scrollyTarget;
- } else {
- scrollx = (int16) (scrollxOld + ((scrollxTarget - scrollxOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime));
- scrolly = (int16) (scrollyOld + ((scrollyTarget - scrollyOld) * (startTime - initialTime + renderAverageTime)) / (totalTime - initialTime));
- }
+ if (ABS(_scrollX - _scrollXTarget) <= 1 && ABS(_scrollY - _scrollYTarget) <= 1) {
+ _scrollX = _scrollXTarget;
+ _scrollY = _scrollYTarget;
+ } else {
+ _scrollX = (int16) (_scrollXOld + ((_scrollXTarget - _scrollXOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
+ _scrollY = (int16) (_scrollYOld + ((_scrollYTarget - _scrollYOld) * (_startTime - _initialTime + _renderAverageTime)) / (_totalTime - _initialTime));
}
- return RD_OK;
+ return false;
}
/**
@@ -741,11 +671,9 @@ int32 EndRenderCycle(bool *end) {
* position in the allotted time.
*/
-int32 SetScrollTarget(int16 sx, int16 sy) {
- scrollxTarget = sx;
- scrollyTarget = sy;
-
- return RD_OK;
+void Display::setScrollTarget(int16 sx, int16 sy) {
+ _scrollXTarget = sx;
+ _scrollYTarget = sy;
}
/**
@@ -753,7 +681,7 @@ int32 SetScrollTarget(int16 sx, int16 sy) {
* or a NULL pointer in order of background parallax to foreground parallax.
*/
-int32 InitialiseBackgroundLayer(_parallax *p) {
+int32 Display::initialiseBackgroundLayer(_parallax *p) {
uint8 *memchunk;
uint8 zeros;
uint16 count;
@@ -764,29 +692,29 @@ int32 InitialiseBackgroundLayer(_parallax *p) {
_parallaxLine line;
uint8 *pLine;
- debug(2, "InitialiseBackgroundLayer");
+ debug(2, "initialiseBackgroundLayer");
// This function is called to re-initialise the layers if they have
// been lost. We know this if the layers have already been assigned.
- if (layer == MAXLAYERS)
- CloseBackgroundLayer();
+ if (_layer == MAXLAYERS)
+ closeBackgroundLayer();
if (!p) {
- layer++;
+ _layer++;
return RD_OK;
}
- xblocks[layer] = (p->w + BLOCKWIDTH - 1) >> BLOCKWBITS;
- yblocks[layer] = (p->h + BLOCKHEIGHT - 1) >> BLOCKHBITS;
+ _xBlocks[_layer] = (p->w + BLOCKWIDTH - 1) >> BLOCKWBITS;
+ _yBlocks[_layer] = (p->h + BLOCKHEIGHT - 1) >> BLOCKHBITS;
- blockSurfaces[layer] = (BlockSurface **) calloc(xblocks[layer] * yblocks[layer], sizeof(BlockSurface *));
- if (!blockSurfaces[layer])
+ _blockSurfaces[_layer] = (BlockSurface **) calloc(_xBlocks[_layer] * _yBlocks[_layer], sizeof(BlockSurface *));
+ if (!_blockSurfaces[_layer])
return RDERR_OUTOFMEMORY;
// Decode the parallax layer into a large chunk of memory
- memchunk = (uint8 *) malloc(xblocks[layer] * BLOCKWIDTH * yblocks[layer] * BLOCKHEIGHT);
+ memchunk = (uint8 *) malloc(_xBlocks[_layer] * BLOCKWIDTH * _yBlocks[_layer] * BLOCKHEIGHT);
if (!memchunk)
return RDERR_OUTOFMEMORY;
@@ -835,11 +763,11 @@ int32 InitialiseBackgroundLayer(_parallax *p) {
// Now create the surfaces!
- for (i = 0; i < xblocks[layer] * yblocks[layer]; i++) {
+ for (i = 0; i < _xBlocks[_layer] * _yBlocks[_layer]; i++) {
bool block_has_data = false;
bool block_is_transparent = false;
- data = memchunk + (p->w * BLOCKHEIGHT * (i / xblocks[layer])) + BLOCKWIDTH * (i % xblocks[layer]);
+ data = memchunk + (p->w * BLOCKHEIGHT * (i / _xBlocks[_layer])) + BLOCKWIDTH * (i % _xBlocks[_layer]);
for (j = 0; j < BLOCKHEIGHT; j++) {
for (k = 0; k < BLOCKWIDTH; k++) {
@@ -853,24 +781,24 @@ int32 InitialiseBackgroundLayer(_parallax *p) {
// Only assign a surface to the block if it contains data.
if (block_has_data) {
- blockSurfaces[layer][i] = (BlockSurface *) malloc(sizeof(BlockSurface));
+ _blockSurfaces[_layer][i] = (BlockSurface *) malloc(sizeof(BlockSurface));
// Copy the data into the surfaces.
- dst = blockSurfaces[layer][i]->data;
+ dst = _blockSurfaces[_layer][i]->data;
for (j = 0; j < BLOCKHEIGHT; j++) {
memcpy(dst, data, BLOCKWIDTH);
data += p->w;
dst += BLOCKWIDTH;
}
- blockSurfaces[layer][i]->transparent = block_is_transparent;
+ _blockSurfaces[_layer][i]->transparent = block_is_transparent;
} else
- blockSurfaces[layer][i] = NULL;
+ _blockSurfaces[_layer][i] = NULL;
}
free(memchunk);
- layer++;
+ _layer++;
return RD_OK;
}
@@ -879,21 +807,20 @@ int32 InitialiseBackgroundLayer(_parallax *p) {
* Should be called once after leaving the room to free up memory.
*/
-int32 CloseBackgroundLayer(void) {
+void Display::closeBackgroundLayer(void) {
debug(2, "CloseBackgroundLayer");
for (int j = 0; j < MAXLAYERS; j++) {
- if (blockSurfaces[j]) {
- for (int i = 0; i < xblocks[j] * yblocks[j]; i++)
- if (blockSurfaces[j][i])
- free(blockSurfaces[j][i]);
- free(blockSurfaces[j]);
- blockSurfaces[j] = NULL;
+ if (_blockSurfaces[j]) {
+ for (int i = 0; i < _xBlocks[j] * _yBlocks[j]; i++)
+ if (_blockSurfaces[j][i])
+ free(_blockSurfaces[j][i]);
+ free(_blockSurfaces[j]);
+ _blockSurfaces[j] = NULL;
}
}
- layer = 0;
- return RD_OK;
+ _layer = 0;
}
} // End of namespace Sword2
diff --git a/sword2/driver/render.h b/sword2/driver/render.h
index f438ede23c..7fef5d9b72 100644
--- a/sword2/driver/render.h
+++ b/sword2/driver/render.h
@@ -33,20 +33,6 @@ typedef struct {
uint16 offset;
} _parallaxLine;
-extern int16 scrollx; // current x offset into background of display
-extern int16 scrolly; // current y offset into background of display
-extern int16 parallaxScrollx; // current x offset to link a sprite to the
- // parallax layer
-extern int16 parallaxScrolly; // current y offset to link a sprite to the
- // parallax layer
-extern int16 locationWide;
-extern int16 locationDeep;
-
-void SquashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf);
-void StretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf);
-
-void UploadRect(Common::Rect *r);
-
} // End of namespace Sword2
#endif
diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp
index c2da022430..65aefcd6c7 100644
--- a/sword2/driver/sprite.cpp
+++ b/sword2/driver/sprite.cpp
@@ -27,8 +27,6 @@
namespace Sword2 {
-static uint8 *lightMask = 0;
-
/**
* This function takes a sprite and creates a mirror image of it.
* @param dst destination buffer
@@ -37,17 +35,13 @@ static uint8 *lightMask = 0;
* @param h height of the sprite
*/
-int32 MirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) {
- int16 x, y;
-
- for (y = 0; y < h; y++) {
- for (x = 0; x < w; x++) {
+void Display::mirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) {
+ for (int y = 0; y < h; y++) {
+ for (int x = 0; x < w; x++) {
*dst++ = *(src + w - x - 1);
}
src += w;
}
-
- return RD_OK;
}
/**
@@ -58,7 +52,7 @@ int32 MirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) {
* @param decompSize the expected size of the decompressed sprite
*/
-int32 DecompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) {
+int32 Display::decompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) {
// PARAMETERS:
// source points to the start of the sprite data for input
// decompSize gives size of decompressed data in bytes
@@ -138,7 +132,7 @@ int32 DecompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) {
* Unwinds a run of 16-colour data into 256-colour palette data.
*/
-void UnwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) {
+void Display::unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) {
// for each pair of pixels
while (blockSize > 1) {
// 1st colour = number in table at position given by upper
@@ -173,7 +167,7 @@ void UnwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) {
* @param colTable mapping from the 16 encoded colours to the current palette
*/
-int32 DecompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable) {
+int32 Display::decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable) {
uint8 headerByte; // block header byte
uint8 *endDest = dest + decompSize; // pointer to byte after end of decomp buffer
int32 rv;
@@ -223,7 +217,7 @@ int32 DecompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTa
// copy the next 'headerByte' pixels from source to
// destination (NB. 2 pixels per byte)
- UnwindRaw16(dest, source, headerByte, colTable);
+ unwindRaw16(dest, source, headerByte, colTable);
// increment destination pointer to just after this
// block
@@ -253,7 +247,7 @@ int32 DecompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTa
* @return RD_OK, or an error code
*/
-int32 CreateSurface(_spriteInfo *s, uint8 **sprite) {
+int32 Display::createSurface(_spriteInfo *s, uint8 **sprite) {
uint8 *newSprite;
*sprite = (uint8 *) malloc(s->w * s->h);
@@ -264,12 +258,12 @@ int32 CreateSurface(_spriteInfo *s, uint8 **sprite) {
memcpy(*sprite, s->data, s->w * s->h);
} else {
if ((s->type >> 8) == (RDSPR_RLE16 >> 8)) {
- if (DecompressRLE16(*sprite, s->data, s->w * s->h, s->colourTable)) {
+ if (decompressRLE16(*sprite, s->data, s->w * s->h, s->colourTable)) {
free(*sprite);
return RDERR_DECOMPRESSION;
}
} else {
- if (DecompressRLE256(*sprite, s->data, s->w * s->h)) {
+ if (decompressRLE256(*sprite, s->data, s->w * s->h)) {
free(*sprite);
return RDERR_DECOMPRESSION;
}
@@ -281,7 +275,7 @@ int32 CreateSurface(_spriteInfo *s, uint8 **sprite) {
free(*sprite);
return RDERR_OUTOFMEMORY;
}
- MirrorSprite(newSprite, *sprite, s->w, s->h);
+ mirrorSprite(newSprite, *sprite, s->w, s->h);
free(*sprite);
*sprite = newSprite;
}
@@ -297,7 +291,7 @@ int32 CreateSurface(_spriteInfo *s, uint8 **sprite) {
* @param clipRect the clipping rectangle
*/
-void DrawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
+void Display::drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
Common::Rect rd, rs;
uint16 x, y, srcPitch;
uint8 *src, *dst;
@@ -313,8 +307,8 @@ void DrawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
rd.top = s->y;
rd.left = s->x;
} else {
- rd.top = s->y - scrolly;
- rd.left = s->x - scrollx;
+ rd.top = s->y - _scrollY;
+ rd.left = s->x - _scrollX;
}
rd.right = rd.left + rs.right;
@@ -344,7 +338,7 @@ void DrawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
}
src = surface + rs.top * srcPitch + rs.left;
- dst = lpBackBuffer + screenWide * rd.top + rd.left;
+ dst = _buffer + _screenWide * rd.top + rd.left;
// Surfaces are always transparent.
@@ -354,18 +348,18 @@ void DrawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
dst[x] = src[x];
}
src += srcPitch;
- dst += screenWide;
+ dst += _screenWide;
}
- UploadRect(&rd);
- SetNeedRedraw();
+ updateRect(&rd);
+ setNeedFullRedraw();
}
/**
* Destroys a surface.
*/
-void DeleteSurface(uint8 *surface) {
+void Display::deleteSurface(uint8 *surface) {
free(surface);
}
@@ -390,7 +384,7 @@ void DeleteSurface(uint8 *surface) {
// FIXME: I'm sure this could be optimized. There's plenty of data copying and
// mallocing here.
-int32 DrawSprite(_spriteInfo *s) {
+int32 Display::drawSprite(_spriteInfo *s) {
uint8 *src, *dst;
uint8 *sprite, *newSprite;
uint8 *backbuf = NULL;
@@ -414,12 +408,12 @@ int32 DrawSprite(_spriteInfo *s) {
if (!sprite)
return RDERR_OUTOFMEMORY;
if ((s->type >> 8) == (RDSPR_RLE16 >> 8)) {
- if (DecompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) {
+ if (decompressRLE16(sprite, s->data, s->w * s->h, s->colourTable)) {
free(sprite);
return RDERR_DECOMPRESSION;
}
} else {
- if (DecompressRLE256(sprite, s->data, s->w * s->h)) {
+ if (decompressRLE256(sprite, s->data, s->w * s->h)) {
free(sprite);
return RDERR_DECOMPRESSION;
}
@@ -433,7 +427,7 @@ int32 DrawSprite(_spriteInfo *s) {
free(sprite);
return RDERR_OUTOFMEMORY;
}
- MirrorSprite(newSprite, sprite, s->w, s->h);
+ mirrorSprite(newSprite, sprite, s->w, s->h);
if (freeSprite)
free(sprite);
sprite = newSprite;
@@ -445,8 +439,8 @@ int32 DrawSprite(_spriteInfo *s) {
// -----------------------------------------------------------------
if (!(s->type & RDSPR_DISPLAYALIGN)) {
- s->x += parallaxScrollx;
- s->y += parallaxScrolly;
+ s->x += _parallaxScrollX;
+ s->y += _parallaxScrollY;
}
s->y += 40;
@@ -474,8 +468,8 @@ int32 DrawSprite(_spriteInfo *s) {
rd.left = s->x;
if (!(s->type & RDSPR_DISPLAYALIGN)) {
- rd.top -= scrolly;
- rd.left -= scrollx;
+ rd.top -= _scrollY;
+ rd.left -= _scrollX;
}
rd.right = rd.left + rs.right;
@@ -515,8 +509,8 @@ int32 DrawSprite(_spriteInfo *s) {
// -----------------------------------------------------------------
if (scale != 256) {
- if ((renderCaps & RDBLTFX_ARITHMETICSTRETCH) && !clipped)
- backbuf = lpBackBuffer + screenWide * rd.top + rd.left;
+ if ((_renderCaps & RDBLTFX_EDGEBLEND) && !clipped)
+ backbuf = _buffer + _screenWide * rd.top + rd.left;
if (s->scaledWidth > SCALE_MAXWIDTH || s->scaledHeight > SCALE_MAXHEIGHT) {
@@ -533,14 +527,14 @@ int32 DrawSprite(_spriteInfo *s) {
}
if (scale < 256) {
- SquashImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
+ squashImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
} else {
if (s->scale > 512) {
if (freeSprite)
free(sprite);
return RDERR_INVALIDSCALING;
}
- StretchImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
+ stretchImage(newSprite, s->scaledWidth, s->scaledWidth, s->scaledHeight, sprite, s->w, s->w, s->h, backbuf);
}
if (freeSprite)
@@ -557,7 +551,7 @@ int32 DrawSprite(_spriteInfo *s) {
// and which is used to simulate light and shadows. Scaled sprites
// (actors, presumably) are always affected.
- if ((renderCaps & RDBLTFX_SHADOWBLEND) && lightMask && (scale != 256 || (s->type & RDSPR_SHADOW))) {
+ if ((_renderCaps & RDBLTFX_SHADOWBLEND) && _lightMask && (scale != 256 || (s->type & RDSPR_SHADOW))) {
uint8 *lightMap;
if (!freeSprite) {
@@ -568,19 +562,19 @@ int32 DrawSprite(_spriteInfo *s) {
}
src = sprite + rs.top * srcPitch + rs.left;
- lightMap = lightMask + (rd.top + scrolly - 40) * locationWide + rd.left + scrollx;
+ lightMap = _lightMask + (rd.top + _scrollY - 40) * _locationWide + rd.left + _scrollX;
for (i = 0; i < rs.height(); i++) {
for (j = 0; j < rs.width(); j++) {
if (src[j] && lightMap[j]) {
- uint8 r = ((32 - lightMap[j]) * palCopy[src[j]][0]) >> 5;
- uint8 g = ((32 - lightMap[j]) * palCopy[src[j]][1]) >> 5;
- uint8 b = ((32 - lightMap[j]) * palCopy[src[j]][2]) >> 5;
- src[j] = QuickMatch(r, g, b);
+ uint8 r = ((32 - lightMap[j]) * _palCopy[src[j]][0]) >> 5;
+ uint8 g = ((32 - lightMap[j]) * _palCopy[src[j]][1]) >> 5;
+ uint8 b = ((32 - lightMap[j]) * _palCopy[src[j]][2]) >> 5;
+ src[j] = quickMatch(r, g, b);
}
}
src += srcPitch;
- lightMap += locationWide;
+ lightMap += _locationWide;
}
}
@@ -589,17 +583,17 @@ int32 DrawSprite(_spriteInfo *s) {
// -----------------------------------------------------------------
src = sprite + rs.top * srcPitch + rs.left;
- dst = lpBackBuffer + screenWide * rd.top + rd.left;
+ dst = _buffer + _screenWide * rd.top + rd.left;
if (s->type & RDSPR_BLEND) {
- if (renderCaps & RDBLTFX_ALLHARDWARE) {
+ if (!(_renderCaps & RDBLTFX_SPRITEBLEND)) {
for (i = 0; i < rs.height(); i++) {
for (j = 0; j < rs.width(); j++) {
if (src[j] && ((i & 1) == (j & 1)))
dst[j] = src[j];
}
src += srcPitch;
- dst += screenWide;
+ dst += _screenWide;
}
} else {
if (s->blend & 0x01) {
@@ -607,14 +601,14 @@ int32 DrawSprite(_spriteInfo *s) {
for (i = 0; i < rs.height(); i++) {
for (j = 0; j < rs.width(); j++) {
if (src[j]) {
- uint8 r = (palCopy[src[j]][0] * red + palCopy[dst[j]][0] * (8 - red)) >> 3;
- uint8 g = (palCopy[src[j]][1] * red + palCopy[dst[j]][1] * (8 - red)) >> 3;
- uint8 b = (palCopy[src[j]][2] * red + palCopy[dst[j]][2] * (8 - red)) >> 3;
- dst[j] = QuickMatch(r, g, b);
+ uint8 r = (_palCopy[src[j]][0] * red + _palCopy[dst[j]][0] * (8 - red)) >> 3;
+ uint8 g = (_palCopy[src[j]][1] * red + _palCopy[dst[j]][1] * (8 - red)) >> 3;
+ uint8 b = (_palCopy[src[j]][2] * red + _palCopy[dst[j]][2] * (8 - red)) >> 3;
+ dst[j] = quickMatch(r, g, b);
}
}
src += srcPitch;
- dst += screenWide;
+ dst += _screenWide;
}
} else if (s->blend & 0x02) {
debug(2, "DrawSprite: s->blend & 0x02");
@@ -631,20 +625,20 @@ int32 DrawSprite(_spriteInfo *s) {
// Does anyone know where this case was used
// anyway?
- red = palCopy[s->blend >> 8][0];
- green = palCopy[s->blend >> 8][0];
- blue = palCopy[s->blend >> 8][0];
+ red = _palCopy[s->blend >> 8][0];
+ green = _palCopy[s->blend >> 8][0];
+ blue = _palCopy[s->blend >> 8][0];
for (i = 0; i < rs.height(); i++) {
for (j = 0; j < rs.width(); j++) {
if (src[j]) {
- uint8 r = (src[j] * red + (16 - src[j]) * palCopy[dst[j]][0]) >> 4;
- uint8 g = (src[j] * green + (16 - src[j]) * palCopy[dst[j]][1]) >> 4;
- uint8 b = (src[j] * blue + (16 - src[j]) * palCopy[dst[j]][2]) >> 4;
- dst[j] = QuickMatch(r, g, b);
+ uint8 r = (src[j] * red + (16 - src[j]) * _palCopy[dst[j]][0]) >> 4;
+ uint8 g = (src[j] * green + (16 - src[j]) * _palCopy[dst[j]][1]) >> 4;
+ uint8 b = (src[j] * blue + (16 - src[j]) * _palCopy[dst[j]][2]) >> 4;
+ dst[j] = quickMatch(r, g, b);
}
}
src += srcPitch;
- dst += screenWide;
+ dst += _screenWide;
}
} else {
warning("DrawSprite: Invalid blended sprite");
@@ -661,13 +655,13 @@ int32 DrawSprite(_spriteInfo *s) {
dst[j] = src[j];
}
src += srcPitch;
- dst += screenWide;
+ dst += _screenWide;
}
} else {
for (i = 0; i < rs.height(); i++) {
memcpy(dst, src, rs.width());
src += srcPitch;
- dst += screenWide;
+ dst += _screenWide;
}
}
}
@@ -675,8 +669,8 @@ int32 DrawSprite(_spriteInfo *s) {
if (freeSprite)
free(sprite);
- // UploadRect(&rd);
- SetNeedRedraw();
+ // updateRect(&rd);
+ setNeedFullRedraw();
return RD_OK;
}
@@ -685,20 +679,20 @@ int32 DrawSprite(_spriteInfo *s) {
* Opens the light masking sprite for a room.
*/
-int32 OpenLightMask(_spriteInfo *s) {
+int32 Display::openLightMask(_spriteInfo *s) {
// FIXME: The light mask is only needed on higher graphics detail
// settings, so to save memory we could simply ignore it on lower
// settings. But then we need to figure out how to ensure that it
// is properly loaded if the user changes the settings in mid-game.
- if (lightMask)
+ if (_lightMask)
return RDERR_NOTCLOSED;
- lightMask = (uint8 *) malloc(s->w * s->h);
- if (!lightMask)
+ _lightMask = (uint8 *) malloc(s->w * s->h);
+ if (!_lightMask)
return RDERR_OUTOFMEMORY;
- if (DecompressRLE256(lightMask, s->data, s->w * s->h))
+ if (decompressRLE256(_lightMask, s->data, s->w * s->h))
return RDERR_DECOMPRESSION;
return RD_OK;
@@ -708,12 +702,12 @@ int32 OpenLightMask(_spriteInfo *s) {
* Closes the light masking sprite for a room.
*/
-int32 CloseLightMask(void) {
- if (!lightMask)
+int32 Display::closeLightMask(void) {
+ if (!_lightMask)
return RDERR_NOTOPEN;
- free(lightMask);
- lightMask = 0;
+ free(_lightMask);
+ _lightMask = NULL;
return RD_OK;
}
diff --git a/sword2/function.cpp b/sword2/function.cpp
index b3040eff75..4a250892b4 100644
--- a/sword2/function.cpp
+++ b/sword2/function.cpp
@@ -31,7 +31,7 @@
#include "bs2/protocol.h"
#include "bs2/resman.h"
#include "bs2/sound.h"
-#include "bs2/sword2.h" // for CloseGame()
+#include "bs2/sword2.h"
namespace Sword2 {
@@ -269,25 +269,25 @@ int32 FN_flash(int32 *params) {
// what colour?
switch (params[0]) {
case WHITE:
- BS2_SetPalette(0, 1, white, RDPAL_INSTANT);
+ g_display->setPalette(0, 1, white, RDPAL_INSTANT);
break;
case RED:
- BS2_SetPalette(0, 1, red, RDPAL_INSTANT);
+ g_display->setPalette(0, 1, red, RDPAL_INSTANT);
break;
case GREEN:
- BS2_SetPalette(0, 1, green, RDPAL_INSTANT);
+ g_display->setPalette(0, 1, green, RDPAL_INSTANT);
break;
case BLUE:
- BS2_SetPalette(0, 1, blue, RDPAL_INSTANT);
+ g_display->setPalette(0, 1, blue, RDPAL_INSTANT);
break;
}
// There used to be a busy-wait loop here, so I don't know how long
// the delay was meant to be. Probably doesn't matter much.
- ServiceWindows();
+ g_display->updateDisplay();
g_system->delay_msecs(250);
- BS2_SetPalette(0, 1, black, RDPAL_INSTANT);
+ g_display->setPalette(0, 1, black, RDPAL_INSTANT);
#endif
return IR_CONT;
@@ -305,19 +305,19 @@ int32 FN_colour(int32 *params) {
// what colour?
switch (params[0]) {
case BLACK:
- BS2_SetPalette(0, 1, black, RDPAL_INSTANT);
+ g_display->setPalette(0, 1, black, RDPAL_INSTANT);
break;
case WHITE:
- BS2_SetPalette(0, 1, white, RDPAL_INSTANT);
+ g_display->setPalette(0, 1, white, RDPAL_INSTANT);
break;
case RED:
- BS2_SetPalette(0, 1, red, RDPAL_INSTANT);
+ g_display->setPalette(0, 1, red, RDPAL_INSTANT);
break;
case GREEN:
- BS2_SetPalette(0, 1, green, RDPAL_INSTANT);
+ g_display->setPalette(0, 1, green, RDPAL_INSTANT);
break;
case BLUE:
- BS2_SetPalette(0, 1, blue, RDPAL_INSTANT);
+ g_display->setPalette(0, 1, blue, RDPAL_INSTANT);
break;
}
#endif
@@ -396,17 +396,17 @@ int32 FN_play_credits(int32 *params) {
g_sound->muteSpeech(1);
g_sound->stopMusic();
- memcpy(oldPal, palCopy, 1024);
+ memcpy(oldPal, g_display->_palCopy, 1024);
memset(tmpPal, 0, 1024);
- WaitForFade();
- FadeDown(0.75);
- WaitForFade();
+ g_display->waitForFade();
+ g_display->fadeDown();
+ g_display->waitForFade();
tmpPal[4] = 255;
tmpPal[5] = 255;
tmpPal[6] = 255;
- BS2_SetPalette(0, 256, tmpPal, RDPAL_INSTANT);
+ g_display->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
// Play the credits music. Is it enough with just one
// repetition of it?
@@ -419,17 +419,17 @@ int32 FN_play_credits(int32 *params) {
debug(0, "Credits music length: ~%d ms", music_length);
- CloseMenuImmediately();
+ g_display->closeMenuImmediately();
while (g_sound->musicTimeRemaining()) {
- EraseBackBuffer();
- SetNeedRedraw();
+ g_display->clearScene();
+ g_display->setNeedFullRedraw();
// FIXME: Draw the credits text. The actual text
// messages are stored in credits.clu, and I'm guessing
// that credits.bmp or font.clu may be the font.
- ServiceWindows();
+ g_display->updateDisplay();
_keyboardEvent ke;
@@ -442,11 +442,11 @@ int32 FN_play_credits(int32 *params) {
FN_stop_music(NULL);
g_sound->restoreMusicState();
- BS2_SetPalette(0, 256, oldPal, RDPAL_FADE);
- FadeUp(0.75);
- ServiceWindows();
+ g_display->setPalette(0, 256, oldPal, RDPAL_FADE);
+ g_display->fadeUp();
+ g_display->updateDisplay();
Build_display();
- WaitForFade();
+ g_display->waitForFade();
g_sound->muteFx(0);
g_sound->muteSpeech(0);
@@ -457,7 +457,6 @@ int32 FN_play_credits(int32 *params) {
if (g_sword2->_gameId == GID_SWORD2_DEMO) {
Close_game(); // close engine systems down
- CloseAppWindow();
exit(0); // quit the game
}
diff --git a/sword2/icons.cpp b/sword2/icons.cpp
index f0b8a23e10..8de09452a1 100644
--- a/sword2/icons.cpp
+++ b/sword2/icons.cpp
@@ -18,6 +18,7 @@
*/
#include "stdafx.h"
+#include "bs2/sword2.h"
#include "bs2/driver/driver96.h"
#include "bs2/defs.h"
#include "bs2/icons.h"
@@ -207,23 +208,22 @@ void Build_menu(void) {
if (icon_coloured)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
- SetMenuIcon(RDMENU_BOTTOM, j, icon);
+ g_display->setMenuIcon(RDMENU_BOTTOM, j, icon);
res_man.close(res);
} else {
// no icon here
- SetMenuIcon(RDMENU_BOTTOM, j, NULL);
+ g_display->setMenuIcon(RDMENU_BOTTOM, j, NULL);
debug(5, " NULL for %d", j);
}
}
- ShowMenu(RDMENU_BOTTOM);
+ g_display->showMenu(RDMENU_BOTTOM);
}
void Build_system_menu(void) {
// start a fresh top system menu
uint8 *icon;
- int j;
uint32 icon_list[5] = {
OPTIONS_ICON,
@@ -236,7 +236,7 @@ void Build_system_menu(void) {
// build them all high in full colour - when one is clicked on all the
// rest will grey out
- for (j = 0; j < ARRAYSIZE(icon_list); j++) {
+ for (int j = 0; j < ARRAYSIZE(icon_list); j++) {
icon = res_man.open(icon_list[j]) + sizeof(_standardHeader);
// The only case when an icon is grayed is when the player
@@ -245,11 +245,11 @@ void Build_system_menu(void) {
if (!DEAD || icon_list[j] != SAVE_ICON)
icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
- SetMenuIcon(RDMENU_TOP, j, icon);
+ g_display->setMenuIcon(RDMENU_TOP, j, icon);
res_man.close(icon_list[j]);
}
- ShowMenu(RDMENU_TOP);
+ g_display->showMenu(RDMENU_TOP);
}
} // End of namespace Sword2
diff --git a/sword2/layers.cpp b/sword2/layers.cpp
index 9ce4b1dfa1..24e71a666e 100644
--- a/sword2/layers.cpp
+++ b/sword2/layers.cpp
@@ -26,6 +26,7 @@
// up to 2 foreground parallax layers
#include "stdafx.h"
+#include "bs2/sword2.h"
#include "bs2/build_display.h"
#include "bs2/debug.h"
#include "bs2/header.h"
@@ -67,11 +68,11 @@ int32 FN_init_background(int32 *params) {
#endif
// if the screen is still fading down then wait for black
- WaitForFade();
+ g_display->waitForFade();
// if last screen was using a shading mask (see below)
if (this_screen.mask_flag) {
- rv = CloseLightMask();
+ rv = g_display->closeLightMask();
if (rv)
error("Driver Error %.8x", rv);
}
@@ -80,7 +81,7 @@ int32 FN_init_background(int32 *params) {
// for drivers: close the previous screen if one is open
if (this_screen.background_layer_id)
- CloseBackgroundLayer();
+ g_display->closeBackgroundLayer();
this_screen.background_layer_id = params[0]; // set the res id
this_screen.new_palette = params[1]; // yes or no - palette is taken from layer file
@@ -102,7 +103,7 @@ int32 FN_init_background(int32 *params) {
debug(5, "res test layers=%d width=%d depth=%d", screen_head->noLayers, screen_head->width, screen_head->height);
//initialise the driver back buffer
- SetLocationMetrics(screen_head->width, screen_head->height);
+ g_display->setLocationMetrics(screen_head->width, screen_head->height);
if (screen_head->noLayers) {
for (int i = 0; i < screen_head->noLayers; i++) {
@@ -124,7 +125,7 @@ int32 FN_init_background(int32 *params) {
// using the screen size setup the scrolling variables
// if layer is larger than physical screen
- if (screen_head->width > screenWide || screen_head->height > screenDeep) {
+ if (screen_head->width > g_display->_screenWide || screen_head->height > g_display->_screenDeep) {
// switch on scrolling (2 means first time on screen)
this_screen.scroll_flag = 2;
@@ -139,9 +140,9 @@ int32 FN_init_background(int32 *params) {
// calc max allowed offsets (to prevent scrolling off edge) -
// MOVE TO NEW_SCREEN in GTM_CORE.C !!
// NB. min scroll offsets are both zero
- this_screen.max_scroll_offset_x = screen_head->width-screenWide;
+ this_screen.max_scroll_offset_x = screen_head->width - g_display->_screenWide;
// 'screenDeep' includes the menu's, so take away 80 pixels
- this_screen.max_scroll_offset_y = screen_head->height - (screenDeep - (RDMENU_MENUDEEP * 2));
+ this_screen.max_scroll_offset_y = screen_head->height - (g_display->_screenDeep - (RDMENU_MENUDEEP * 2));
} else {
// layer fits on physical screen - scrolling not required
this_screen.scroll_flag = 0; // switch off scrolling
@@ -151,7 +152,7 @@ int32 FN_init_background(int32 *params) {
// no inter-cycle scroll between new screens (see setScrollTarget in
// build display)
- ResetRenderEngine();
+ g_display->resetRenderEngine();
// these are the physical screen coords where the system
// will try to maintain George's actual feet coords
@@ -175,7 +176,7 @@ int32 FN_init_background(int32 *params) {
spriteInfo.data = FetchShadingMask(file);
spriteInfo.colourTable = 0;
- rv = OpenLightMask(&spriteInfo);
+ rv = g_display->openLightMask(&spriteInfo);
if (rv)
error("Driver Error %.8x", rv);
@@ -219,22 +220,22 @@ void SetUpBackgroundLayers(void) {
for (i = 0; i < 2; i++) {
if (screenLayerTable->bg_parallax[i])
- InitialiseBackgroundLayer(FetchBackgroundParallaxLayer(file, i));
+ g_display->initialiseBackgroundLayer(FetchBackgroundParallaxLayer(file, i));
else
- InitialiseBackgroundLayer(NULL);
+ g_display->initialiseBackgroundLayer(NULL);
}
// Normal backround layer
- InitialiseBackgroundLayer(FetchBackgroundLayer(file));
+ g_display->initialiseBackgroundLayer(FetchBackgroundLayer(file));
// Foreground parallax layers
for (i = 0; i < 2; i++) {
if (screenLayerTable->fg_parallax[i])
- InitialiseBackgroundLayer(FetchForegroundParallaxLayer(file, i));
+ g_display->initialiseBackgroundLayer(FetchForegroundParallaxLayer(file, i));
else
- InitialiseBackgroundLayer(NULL);
+ g_display->initialiseBackgroundLayer(NULL);
}
// close the screen file
diff --git a/sword2/logic.cpp b/sword2/logic.cpp
index 4dc4123f77..d173767a37 100644
--- a/sword2/logic.cpp
+++ b/sword2/logic.cpp
@@ -18,6 +18,7 @@
*/
#include "stdafx.h"
+#include "bs2/sword2.h"
#include "bs2/build_display.h"
#include "bs2/console.h"
#include "bs2/debug.h"
@@ -347,8 +348,8 @@ uint32 logic::examineRunList(void) {
Build_display();
do {
- ServiceWindows();
- } while(!KeyWaiting());
+ g_display->updateDisplay();
+ } while (!KeyWaiting());
// kill the key we just pressed
ReadKey(&ke);
diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp
index 92ed4147b5..669429415f 100644
--- a/sword2/maketext.cpp
+++ b/sword2/maketext.cpp
@@ -525,7 +525,7 @@ void FontRenderer::printTextBlocs(void) {
spriteInfo.data = _blocList[j].text_mem->ad + sizeof(_frameHeader);
spriteInfo.colourTable = 0;
- rv = DrawSprite(&spriteInfo);
+ rv = g_display->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in Print_text_blocs", rv);
}
@@ -603,7 +603,7 @@ void Sword2Engine::initialiseFontResourceFlags(void) {
// GERMAN: "Baphomet's Fluch II"
// default: "Some game or other, part 86"
- SetWindowName((char *) textLine);
+ g_display->setWindowName((char *) textLine);
// now ok to close the text file
res_man.close(TEXT_RES);
diff --git a/sword2/mem_view.cpp b/sword2/mem_view.cpp
index ae2c5142ac..cd4fec02ad 100644
--- a/sword2/mem_view.cpp
+++ b/sword2/mem_view.cpp
@@ -18,6 +18,7 @@
*/
#include "stdafx.h"
+#include "bs2/sword2.h"
#include "bs2/build_display.h"
#include "bs2/console.h"
#include "bs2/header.h"
@@ -102,8 +103,8 @@ void MemoryManager::displayMemory(void) {
Build_display();
do {
- ServiceWindows();
- } while(!KeyWaiting());
+ g_display->updateDisplay();
+ } while (!KeyWaiting());
ReadKey(&ke); //kill the key we just pressed
if (ke.keycode == 27) //ESC
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp
index c429baf6c4..86e3b1184a 100644
--- a/sword2/mouse.cpp
+++ b/sword2/mouse.cpp
@@ -157,7 +157,7 @@ void Mouse_engine(void) {
System_menu_mouse();
break;
case MOUSE_holding:
- if (mousey < 400) {
+ if (g_display->_mouseY < 400) {
mouse_mode = MOUSE_normal;
debug(5, " releasing");
}
@@ -182,10 +182,10 @@ void System_menu_mouse(void) {
};
// can't close when player is dead
- if (mousey > 0 && !DEAD) {
+ if (g_display->_mouseY > 0 && !DEAD) {
// close menu
mouse_mode = MOUSE_normal;
- HideMenu(RDMENU_TOP);
+ g_display->hideMenu(RDMENU_TOP);
return;
}
@@ -194,9 +194,9 @@ void System_menu_mouse(void) {
if (me && (me->buttons & RD_LEFTBUTTONDOWN)) {
// clicked on a top mouse pointer?
- if (mousex >= 24 && mousex < 640 - 24 && mousey < 0) {
+ if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24 && g_display->_mouseY < 0) {
// which are we over?
- hit = (mousex - 24) / 40;
+ hit = (g_display->_mouseX - 24) / 40;
// no save when dead
if (icon_list[hit] == SAVE_ICON && DEAD)
@@ -210,7 +210,7 @@ void System_menu_mouse(void) {
// change all others to grey
if (j != hit) {
icon = res_man.open(icon_list[j]) + sizeof(_standardHeader);
- SetMenuIcon(RDMENU_TOP, j, icon);
+ g_display->setMenuIcon(RDMENU_TOP, j, icon);
res_man.close( icon_list[j] );
}
}
@@ -235,9 +235,9 @@ void System_menu_mouse(void) {
// clear the screen & set up the new palette
// for the menus
- EraseBackBuffer();
- ProcessMenu();
- ResetRenderEngine();
+ g_display->clearScene();
+ g_display->processMenu();
+ g_display->resetRenderEngine();
// call the relevent screen
switch (hit) {
@@ -261,7 +261,7 @@ void System_menu_mouse(void) {
// Menu stays open on death screen
if (!DEAD) {
mouse_mode = MOUSE_normal;
- HideMenu(RDMENU_TOP);
+ g_display->hideMenu(RDMENU_TOP);
} else {
Set_mouse(NORMAL_MOUSE_ID);
Build_system_menu();
@@ -270,8 +270,8 @@ void System_menu_mouse(void) {
// clear the screen & restore the location
// palette
- EraseBackBuffer();
- ProcessMenu();
+ g_display->clearScene();
+ g_display->processMenu();
// reset game palette, but not after a
// successful restore or restart!
@@ -319,10 +319,10 @@ void Drag_mouse(void) {
_mouseEvent *me;
uint32 pos;
- if (mousey < 400 && !menu_status) {
+ if (g_display->_mouseY < 400 && !menu_status) {
// close menu
mouse_mode = MOUSE_normal;
- HideMenu(RDMENU_BOTTOM);
+ g_display->hideMenu(RDMENU_BOTTOM);
return;
}
@@ -358,8 +358,8 @@ void Drag_mouse(void) {
// these might be required by the action script about
// to be run
- MOUSE_X = (uint32) mousex + this_screen.scroll_offset_x;
- MOUSE_Y = (uint32) mousey + this_screen.scroll_offset_y;
+ MOUSE_X = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
+ MOUSE_Y = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
// for scripts to know what's been clicked (21jan97).
// First used for 'room_13_turning_script' in object
@@ -373,14 +373,14 @@ void Drag_mouse(void) {
// Hide menu - back to normal menu mode
- HideMenu(RDMENU_BOTTOM);
+ g_display->hideMenu(RDMENU_BOTTOM);
mouse_mode = MOUSE_normal;
} else {
// better check for combine/cancel
// cancel puts us back in Menu_mouse mode
- if (mousex >= 24 && mousex < 640 - 24) {
+ if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
// which are we over?
- pos = (mousex - 24) / 40;
+ pos = (g_display->_mouseX - 24) / 40;
//clicked on something - what button?
if (master_menu_list[pos].icon_resource) {
@@ -432,10 +432,10 @@ void Menu_mouse(void) {
_mouseEvent *me;
uint32 pos;
- if (mousey < 400 && !menu_status) {
+ if (g_display->_mouseY < 400 && !menu_status) {
// close menu
mouse_mode = MOUSE_normal;
- HideMenu(RDMENU_BOTTOM);
+ g_display->hideMenu(RDMENU_BOTTOM);
return;
}
@@ -448,9 +448,9 @@ void Menu_mouse(void) {
// there's a mouse event to be processed
// now check if we've clicked on an actual icon
- if (mousex >= 24 && mousex < 640 - 24) {
+ if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
// which are we over?
- pos = (mousex - 24) / 40;
+ pos = (g_display->_mouseX - 24) / 40;
// clicked on something - what button?
if (master_menu_list[pos].icon_resource) {
@@ -518,7 +518,7 @@ void Normal_mouse(void) {
_mouseEvent *me;
// no save in big-object menu lock situation
- if (mousey < 0 && !menu_status && !mouse_mode_locked && !OBJECT_HELD) {
+ if (g_display->_mouseY < 0 && !menu_status && !mouse_mode_locked && !OBJECT_HELD) {
mouse_mode = MOUSE_system_menu;
if (mouse_touching) {
@@ -533,7 +533,7 @@ void Normal_mouse(void) {
return;
}
- if (mousey > 399 && !menu_status && !mouse_mode_locked) {
+ if (g_display->_mouseY > 399 && !menu_status && !mouse_mode_locked) {
// If an object is being held, i.e. if the mouse cursor has a
// luggage, we should be use dragging mode instead of inventory
// menu mode.
@@ -578,8 +578,8 @@ void Normal_mouse(void) {
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
// set both (x1,y1) and (x2,y2) to this point
- rect_x1 = rect_x2 = (uint32) mousex + this_screen.scroll_offset_x;
- rect_y1 = rect_y2 = (uint32) mousey + this_screen.scroll_offset_y;
+ rect_x1 = rect_x2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
+ rect_y1 = rect_y2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
draggingRectangle = 1;
}
} else if (draggingRectangle == 1) {
@@ -591,8 +591,8 @@ void Normal_mouse(void) {
draggingRectangle = 2;
} else {
// drag rectangle
- rect_x2 = (uint32) mousex + this_screen.scroll_offset_x;
- rect_y2 = (uint32) mousey + this_screen.scroll_offset_y;
+ rect_x2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
+ rect_y2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
}
} else {
// currently locked to avoid knocking out of place
@@ -642,8 +642,8 @@ void Normal_mouse(void) {
}
// these might be required by the action script about to be run
- MOUSE_X = (uint32) mousex + this_screen.scroll_offset_x;
- MOUSE_Y = (uint32) mousey + this_screen.scroll_offset_y;
+ MOUSE_X = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
+ MOUSE_Y = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
// only left button
if (mouse_touching == EXIT_CLICK_ID && (me->buttons & RD_LEFTBUTTONDOWN)) {
@@ -701,7 +701,7 @@ void Mouse_on_off(void) {
// don't detect objects that are hidden behind the menu bars (ie. in
// the scrolled-off areas of the screen)
- if (mousey < 0 || mousey > 399) {
+ if (g_display->_mouseY < 0 || g_display->_mouseY > 399) {
pointer_type = 0;
mouse_touching = 0;
} else {
@@ -799,14 +799,14 @@ void Set_mouse(uint32 res) {
// loop
if (res == NORMAL_MOUSE_ID)
- SetMouseAnim(icon, len, RDMOUSE_NOFLASH);
+ g_display->setMouseAnim(icon, len, RDMOUSE_NOFLASH);
else
- SetMouseAnim(icon, len, RDMOUSE_FLASH);
+ g_display->setMouseAnim(icon, len, RDMOUSE_FLASH);
res_man.close(res);
} else {
// blank cursor
- SetMouseAnim(NULL, 0, 0);
+ g_display->setMouseAnim(NULL, 0, 0);
}
}
@@ -820,11 +820,11 @@ void Set_luggage(uint32 res) {
icon = res_man.open(res) + sizeof(_standardHeader);
len = res_man._resList[res]->size - sizeof(_standardHeader);
- SetLuggageAnim(icon, len);
+ g_display->setLuggageAnim(icon, len);
res_man.close(res);
} else
- SetLuggageAnim(NULL, 0);
+ g_display->setLuggageAnim(NULL, 0);
}
uint32 Check_mouse_list(void) {
@@ -838,10 +838,10 @@ uint32 Check_mouse_list(void) {
// mouse-detection-box
if (mouse_list[j].priority == priority &&
- mousex + this_screen.scroll_offset_x >= mouse_list[j].x1 &&
- mousex + this_screen.scroll_offset_x <= mouse_list[j].x2 &&
- mousey + this_screen.scroll_offset_y >= mouse_list[j].y1 &&
- mousey + this_screen.scroll_offset_y <= mouse_list[j].y2) {
+ g_display->_mouseX + this_screen.scroll_offset_x >= mouse_list[j].x1 &&
+ g_display->_mouseX + this_screen.scroll_offset_x <= mouse_list[j].x2 &&
+ g_display->_mouseY + this_screen.scroll_offset_y >= mouse_list[j].y1 &&
+ g_display->_mouseY + this_screen.scroll_offset_y <= mouse_list[j].y2) {
// record id
mouse_touching = mouse_list[j].id;
@@ -1017,7 +1017,8 @@ void CreatePointerText(uint32 textId, uint32 pointerRes) {
// line reference number
pointer_text_bloc_no = fontRenderer.buildNewBloc(
- text + 2, mousex + xOffset, mousey + yOffset,
+ text + 2, g_display->_mouseX + xOffset,
+ g_display->_mouseY + yOffset,
POINTER_TEXT_WIDTH, POINTER_TEXT_PEN,
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
g_sword2->_speechFontId, justification);
@@ -1054,12 +1055,12 @@ int32 FN_no_human(int32 *params) {
// dont hide menu in conversations
if (TALK_FLAG == 0)
- HideMenu(RDMENU_BOTTOM);
+ g_display->hideMenu(RDMENU_BOTTOM);
if (mouse_mode == MOUSE_system_menu) {
// close menu
mouse_mode = MOUSE_normal;
- HideMenu(RDMENU_TOP);
+ g_display->hideMenu(RDMENU_TOP);
}
// script continue
@@ -1117,7 +1118,7 @@ int32 FN_add_human(int32 *params) {
}
// if mouse is over menu area
- if (mousey > 399) {
+ if (g_display->_mouseY > 399) {
if (mouse_mode != MOUSE_holding) {
// VITAL - reset things & rebuild the menu
mouse_mode = MOUSE_normal;
@@ -1292,7 +1293,7 @@ int32 FN_set_scroll_right_mouse(int32 *params) {
// Highest priority
- ob_mouse->x1 = this_screen.scroll_offset_x + screenWide - SCROLL_MOUSE_WIDTH;
+ ob_mouse->x1 = this_screen.scroll_offset_x + g_display->_screenWide - SCROLL_MOUSE_WIDTH;
ob_mouse->y1 = 0;
ob_mouse->x2 = this_screen.screen_wide - 1;
ob_mouse->y2 = this_screen.screen_deep - 1;
@@ -1327,7 +1328,7 @@ int32 FN_set_object_held(int32 *params) {
// appropriate to keep it displayed
int32 FN_remove_chooser(int32 *params) {
- HideMenu(RDMENU_BOTTOM);
+ g_display->hideMenu(RDMENU_BOTTOM);
return IR_CONT;
}
@@ -1336,8 +1337,8 @@ int32 FN_disable_menu(int32 *params) {
mouse_mode_locked = 1;
mouse_mode = MOUSE_normal;
- HideMenu(RDMENU_TOP);
- HideMenu(RDMENU_BOTTOM);
+ g_display->hideMenu(RDMENU_TOP);
+ g_display->hideMenu(RDMENU_BOTTOM);
return IR_CONT;
}
diff --git a/sword2/resman.cpp b/sword2/resman.cpp
index b6db4f0361..cf910676b2 100644
--- a/sword2/resman.cpp
+++ b/sword2/resman.cpp
@@ -18,6 +18,7 @@
*/
#include "stdafx.h"
+#include "bs2/sword2.h"
#include "bs2/driver/driver96.h"
#include "bs2/build_display.h"
#include "bs2/console.h"
@@ -32,7 +33,6 @@
#include "bs2/protocol.h"
#include "bs2/resman.h"
#include "bs2/sound.h" // for Clear_fx_queue() called from cacheNewCluster()
-#include "bs2/sword2.h" // for CloseGame()
#include "bs2/router.h"
namespace Sword2 {
@@ -961,8 +961,8 @@ void ResourceManager::killAll(uint8 wantInfo) {
Build_display();
do {
- ServiceWindows();
- } while(!KeyWaiting());
+ g_display->updateDisplay();
+ } while (!KeyWaiting());
ReadKey(&ke);
if (ke.keycode == 27)
@@ -1033,8 +1033,8 @@ void ResourceManager::killAllObjects(uint8 wantInfo) {
Build_display();
do {
- ServiceWindows();
- } while(!KeyWaiting());
+ g_display->updateDisplay();
+ } while (!KeyWaiting());
ReadKey(&ke); //kill the key we just pressed
@@ -1106,28 +1106,28 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
char buf[1024];
sprintf(buf, "%sClusters\\%s", _cdPath, _resourceFiles[newCluster]);
- WaitForFade();
+ g_display->waitForFade();
- if (GetFadeStatus() != RDFADE_BLACK) {
- FadeDown((float) 0.75);
- WaitForFade();
+ if (g_display->getFadeStatus() != RDFADE_BLACK) {
+ g_display->fadeDown();
+ g_display->waitForFade();
}
- EraseBackBuffer();
+ g_display->clearScene();
Set_mouse(0);
- Set_luggage(0); //tw28Aug
+ Set_luggage(0);
uint8 *bgfile;
bgfile = res_man.open(2950); // open the screen resource
- InitialiseBackgroundLayer(NULL);
- InitialiseBackgroundLayer(NULL);
- InitialiseBackgroundLayer(FetchBackgroundLayer(bgfile));
- InitialiseBackgroundLayer(NULL);
- InitialiseBackgroundLayer(NULL);
- BS2_SetPalette(0, 256, FetchPalette(bgfile), RDPAL_FADE);
-
- RenderParallax(FetchBackgroundLayer(bgfile), 2);
+ g_display->initialiseBackgroundLayer(NULL);
+ g_display->initialiseBackgroundLayer(NULL);
+ g_display->initialiseBackgroundLayer(FetchBackgroundLayer(bgfile));
+ g_display->initialiseBackgroundLayer(NULL);
+ g_display->initialiseBackgroundLayer(NULL);
+ g_display->setPalette(0, 256, FetchPalette(bgfile), RDPAL_FADE);
+
+ g_display->renderParallax(FetchBackgroundLayer(bgfile), 2);
res_man.close(2950); // release the screen resource
// Git rid of read-only status, if it is set.
@@ -1153,8 +1153,8 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
frame = (_frameHeader*) text_spr->ad;
- textSprite.x = screenWide /2 - frame->width / 2;
- textSprite.y = screenDeep /2 - frame->height / 2 - RDMENU_MENUDEEP;
+ textSprite.x = g_display->_screenWide /2 - frame->width / 2;
+ textSprite.y = g_display->_screenDeep /2 - frame->height / 2 - RDMENU_MENUDEEP;
textSprite.w = frame->width;
textSprite.h = frame->height;
textSprite.scale = 0;
@@ -1194,18 +1194,17 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
int16 textX = textSprite.x;
int16 textY = textSprite.y;
- DrawSprite(&barSprite);
+ g_display->drawSprite(&barSprite);
barSprite.x = barX;
barSprite.y = barY;
textSprite.data = text_spr->ad + sizeof(_frameHeader);
- DrawSprite(&textSprite);
+ g_display->drawSprite(&textSprite);
textSprite.x = textX;
textSprite.y = textY;
- FadeUp((float) 0.75);
-
- WaitForFade();
+ g_display->fadeUp();
+ g_display->waitForFade();
uint32 size = inFile.size();
@@ -1227,19 +1226,19 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
step = 0;
// open the screen resource
bgfile = res_man.open(2950);
- RenderParallax(FetchBackgroundLayer(bgfile), 2);
+ g_display->renderParallax(FetchBackgroundLayer(bgfile), 2);
// release the screen resource
res_man.close(2950);
loadingBar = res_man.open(2951);
frame = FetchFrameHeader(loadingBar, fr);
barSprite.data = (uint8 *) (frame + 1);
res_man.close(2951);
- DrawSprite(&barSprite);
+ g_display->drawSprite(&barSprite);
barSprite.x = barX;
barSprite.y = barY;
textSprite.data = text_spr->ad + sizeof(_frameHeader);
- DrawSprite(&textSprite);
+ g_display->drawSprite(&textSprite);
textSprite.x = textX;
textSprite.y = textY;
@@ -1247,7 +1246,7 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
} else
step++;
- ServiceWindows();
+ g_display->updateDisplay();
} while ((read % BUFFERSIZE) == 0);
if (read != size) {
@@ -1258,11 +1257,11 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) {
outFile.close();
memory.freeMemory(text_spr);
- EraseBackBuffer();
+ g_display->clearScene();
- FadeDown((float) 0.75);
- WaitForFade();
- FadeUp((float) 0.75);
+ g_display->fadeDown();
+ g_display->waitForFade();
+ g_display->fadeUp();
// Git rid of read-only status.
SVM_SetFileAttributes(_resourceFiles[newCluster], FILE_ATTRIBUTE_NORMAL);
@@ -1379,8 +1378,8 @@ void ResourceManager::getCd(int cd) {
frame = (_frameHeader*) text_spr->ad;
- spriteInfo.x = screenWide / 2 - frame->width / 2;
- spriteInfo.y = screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
+ spriteInfo.x = g_display->_screenWide / 2 - frame->width / 2;
+ spriteInfo.y = g_display->_screenDeep / 2 - frame->height / 2 - RDMENU_MENUDEEP;
spriteInfo.w = frame->width;
spriteInfo.h = frame->height;
spriteInfo.scale = 0;
@@ -1418,10 +1417,10 @@ void ResourceManager::getCd(int cd) {
}
}
- ServiceWindows();
+ g_display->updateDisplay();
- EraseBackBuffer();
- DrawSprite(&spriteInfo); // Keep the message there even when the user task swaps.
+ g_display->clearScene();
+ g_display->drawSprite(&spriteInfo); // Keep the message there even when the user task swaps.
spriteInfo.y = oldY; // Drivers change the y co-ordinate, don't know why...
spriteInfo.x = oldX;
} while (!done);
diff --git a/sword2/speech.cpp b/sword2/speech.cpp
index b09f46155d..42ac9ef551 100644
--- a/sword2/speech.cpp
+++ b/sword2/speech.cpp
@@ -220,17 +220,17 @@ int32 FN_choose(int32 *params) {
if (j < IN_SUBJECT) {
debug(5, " ICON res %d for %d", subject_list[j].res, j);
icon = res_man.open(subject_list[j].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
- SetMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
+ g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
res_man.close(subject_list[j].res);
} else {
//no icon here
debug(5, " NULL for %d", j);
- SetMenuIcon(RDMENU_BOTTOM, (uint8) j, NULL);
+ g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, NULL);
}
}
// start menus appearing
- ShowMenu(RDMENU_BOTTOM);
+ g_display->showMenu(RDMENU_BOTTOM);
// lets have the mouse pointer back
Set_mouse(NORMAL_MOUSE_ID);
@@ -253,9 +253,9 @@ int32 FN_choose(int32 *params) {
// if so then end the choose, highlight only the
// chosen, blank the mouse and return the ref code * 8
- if (mousey > 399 && mousex >= 24 && mousex < 640 - 24) {
+ if (g_display->_mouseY > 399 && g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) {
//which are we over?
- hit = (mousex - 24) / 40;
+ hit = (g_display->_mouseX - 24) / 40;
//clicked on something - what button?
if (hit < IN_SUBJECT) {
@@ -268,7 +268,7 @@ int32 FN_choose(int32 *params) {
// change all others to grey
if (j != hit) {
icon = res_man.open( subject_list[j].res ) + sizeof(_standardHeader);
- SetMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
+ g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
res_man.close(subject_list[j].res);
}
}
@@ -338,9 +338,9 @@ int32 FN_end_conversation(int32 *params) {
debug(5, "FN_end_conversation");
- HideMenu(RDMENU_BOTTOM);
+ g_display->hideMenu(RDMENU_BOTTOM);
- if (mousey > 399) {
+ if (g_display->_mouseY > 399) {
// will wait for cursor to move off the bottom menu
mouse_mode = MOUSE_holding;
debug(5, " holding");
@@ -1302,7 +1302,7 @@ int32 FN_i_speak(int32 *params) {
#ifdef _SWORD2_DEBUG
// so that we can go to the options panel while text & speech is
// being tested
- if (SYSTEM_TESTING_TEXT == 0 || mousey > 0) {
+ if (SYSTEM_TESTING_TEXT == 0 || g_display->_mouseY > 0) {
#endif
me = MouseEvent();
diff --git a/sword2/startup.cpp b/sword2/startup.cpp
index bf9eb31b51..1e32086529 100644
--- a/sword2/startup.cpp
+++ b/sword2/startup.cpp
@@ -196,8 +196,8 @@ uint32 Con_print_start_menu(void) {
do {
// Service windows
- ServiceWindows();
- } while(!KeyWaiting());
+ g_display->updateDisplay();
+ } while (!KeyWaiting());
// kill the key we just pressed
ReadKey(&ke);
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp
index d4cadde9de..06de398c66 100644
--- a/sword2/sword2.cpp
+++ b/sword2/sword2.cpp
@@ -96,6 +96,7 @@ uint8 stepOneCycle = 0; // for use while game paused
Sword2Engine *g_sword2 = NULL;
Sound *g_sound = NULL;
+Display *g_display = NULL;
Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
: Engine(detector, syst) {
@@ -120,11 +121,13 @@ Sword2Engine::Sword2Engine(GameDetector *detector, OSystem *syst)
_mixer->setMusicVolume(256);
g_sound = _sound = new Sound(_mixer);
+ g_display = _display = new Display(640, 480);
}
Sword2Engine::~Sword2Engine() {
free(_targetName);
delete _sound;
+ delete _display;
}
void Sword2Engine::errorString(const char *buf1, char *buf2) {
@@ -199,7 +202,6 @@ int32 Sword2Engine::InitialiseGame(void) {
void Close_game() {
debug(5, "Close_game() STARTING:");
- EraseBackBuffer();
// Stop music instantly!
Kill_music();
@@ -207,6 +209,8 @@ void Close_game() {
// free the memory again
memory.exit();
res_man.exit();
+
+ g_system->quit();
}
int32 GameCycle(void) {
@@ -250,8 +254,6 @@ int32 GameCycle(void) {
}
void Sword2Engine::go() {
- uint32 rv;
- uint8 breakOut = 0;
_keyboardEvent ke;
// Call the application "Revolution" until the resource manager is
@@ -262,21 +264,12 @@ void Sword2Engine::go() {
// manager until a window has been created as any errors are displayed
// via a window, thus time becomes a loop.
- debug(5, "CALLING: InitialiseDisplay");
- rv = InitialiseDisplay(640, 480);
-
- if (rv != RD_OK) {
- // ReportDriverError(rv);
- CloseAppWindow();
- return;
- }
-
debug(5, "CALLING: readOptionSettings");
gui.readOptionSettings();
debug(5, "CALLING: InitialiseGame");
if (InitialiseGame()) {
- CloseAppWindow();
+ Close_game();
return;
}
@@ -291,11 +284,11 @@ void Sword2Engine::go() {
} else
Start_game();
- debug(5, "CALLING: InitialiseRenderCycle");
- InitialiseRenderCycle();
+ debug(5, "CALLING: initialiseRenderCycle");
+ g_display->initialiseRenderCycle();
while (1) {
- ServiceWindows();
+ g_display->updateDisplay();
#ifdef _SWORD2_DEBUG
// FIXME: If we want this, we should re-work it to use the backend's
@@ -304,10 +297,6 @@ void Sword2Engine::go() {
// GrabScreenShot();
#endif
- // if we are closing down the game, break out of main game loop
- if (breakOut)
- break;
-
#ifdef _SWORD2_DEBUG
if (console_status) {
if (One_console()) {
@@ -408,7 +397,6 @@ void Sword2Engine::go() {
}
Close_game(); //close engine systems down
- CloseAppWindow();
return; //quit the game
}
@@ -465,8 +453,8 @@ void sleepUntil(int32 time) {
g_sword2->parseEvents();
// Make sure menu animations and fades don't suffer
- ProcessMenu();
- ServiceWindows();
+ g_display->processMenu();
+ g_display->updateDisplay();
g_system->delay_msecs(10);
}
@@ -481,8 +469,8 @@ void PauseGame(void) {
// now ok to close the text file
// res_man.close(3258);
- // don't allow Pause while screen fading or while black (James 03sep97)
- if (GetFadeStatus() != RDFADE_NONE)
+ // don't allow Pause while screen fading or while black
+ if (g_display->getFadeStatus() != RDFADE_NONE)
return;
PauseAllSound();
@@ -492,8 +480,8 @@ void PauseGame(void) {
// mouse_mode=MOUSE_normal;
- //this is the only place allowed to do it this way
- SetLuggageAnim(NULL, 0);
+ // this is the only place allowed to do it this way
+ g_display->setLuggageAnim(NULL, 0);
// blank cursor
Set_mouse(0);
@@ -513,7 +501,7 @@ void PauseGame(void) {
// dim the palette during the pause (James26jun97)
if (stepOneCycle == 0)
- DimPalette();
+ g_display->dimPalette();
gamePaused = 1;
}
diff --git a/sword2/sword2.h b/sword2/sword2.h
index a8a7354491..08147152a2 100644
--- a/sword2/sword2.h
+++ b/sword2/sword2.h
@@ -26,6 +26,7 @@
#include "common/rect.h"
#include "common/str.h"
#include "bs2/driver/d_sound.h"
+#include "bs2/driver/d_draw.h"
enum BSGameId {
GID_SWORD2 = GID_SWORD2_FIRST,
@@ -77,6 +78,7 @@ public:
byte _gameId;
char *_targetName; // target name for saves
Sound *_sound;
+ Display *_display;
Common::RandomSource _rnd;
uint32 _speechFontId;
@@ -90,6 +92,7 @@ public:
extern Sword2Engine *g_sword2;
extern Sound *g_sound;
+extern Display *g_display;
} // End of namespace Sword2
diff --git a/sword2/walker.cpp b/sword2/walker.cpp
index 9122b48555..b5095bd66c 100644
--- a/sword2/walker.cpp
+++ b/sword2/walker.cpp
@@ -23,6 +23,7 @@
// on them
#include "stdafx.h"
+#include "bs2/sword2.h"
#include "bs2/console.h"
#include "bs2/defs.h"
#include "bs2/events.h"
@@ -137,7 +138,7 @@ int32 FN_walk(int32 *params) {
// resource
ob_graph->anim_resource = ob_mega->megaset_res;
- } else if (EXIT_FADING && GetFadeStatus() == RDFADE_BLACK) {
+ } else if (EXIT_FADING && g_display->getFadeStatus() == RDFADE_BLACK) {
// double clicked an exit so quit the walk when screen is black
// ok, thats it - back to script and change screen