/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "illusions/spritedrawqueue.h" namespace Illusions { SpriteDrawQueue::SpriteDrawQueue(IllusionsEngine *vm) : _vm(vm) { } SpriteDrawQueue::~SpriteDrawQueue() { } bool SpriteDrawQueue::draw(SpriteDrawQueueItem *item) { // Check if the sprite has finished decompressing if (item->_kind != 0 && (*item->_drawFlags & 1)) { insert(item, item->_priority); return false; } if (!_vm->isDisplayOn()) { if (item->_drawFlags) *item->_drawFlags &= ~4; return true; } Common::Rect srcRect, dstRect; // Check if the sprite is on-screen if (!calcItemRect(item, srcRect, dstRect)) return true; _backSurface = _vm->getBackSurface(); if (item->_scale == 100) { if (item->_flags & 1) drawSurface10(dstRect.left, dstRect.top, item->_surface, srcRect, _vm->getColorKey2()); else drawSurface11(dstRect.left, dstRect.top, item->_surface, srcRect); } else { if (item->_flags & 1) drawSurface20(dstRect, item->_surface, srcRect, _vm->getColorKey2()); else drawSurface21(dstRect, item->_surface, srcRect); } if (item->_drawFlags) *item->_drawFlags &= ~4; return true; } void SpriteDrawQueue::insertSprite(byte *drawFlags, Graphics::Surface *surface, WidthHeight &dimensions, Common::Point &drawPosition, Common::Point &controlPosition, int priority, int16 scale, uint16 flags) { SpriteDrawQueueItem *item = new SpriteDrawQueueItem(); item->_drawFlags = drawFlags; *item->_drawFlags &= 4; item->_surface = surface; item->_dimensions = dimensions; item->_controlPosition = controlPosition; item->_scale = scale; item->_priority = priority; item->_drawPosition = drawPosition; item->_kind = 1; item->_flags = flags; insert(item, priority); } void SpriteDrawQueue::insertSurface(Graphics::Surface *surface, WidthHeight &dimensions, Common::Point &drawPosition, int priority) { SpriteDrawQueueItem *item = new SpriteDrawQueueItem(); item->_surface = surface; item->_dimensions = dimensions; item->_drawFlags = 0; item->_kind = 0; item->_drawPosition.x = -drawPosition.x; item->_drawPosition.y = -drawPosition.y; item->_controlPosition.x = 0; item->_controlPosition.y = 0; item->_flags = 0; item->_scale = 100; item->_priority = priority << 16; insert(item, priority); } void SpriteDrawQueue::insertTextSurface(Graphics::Surface *surface, WidthHeight &dimensions, Common::Point &drawPosition, int priority) { SpriteDrawQueueItem *item = new SpriteDrawQueueItem(); item->_surface = surface; item->_drawPosition = drawPosition; item->_dimensions = dimensions; item->_drawFlags = 0; item->_kind = 0; item->_controlPosition.x = 0; item->_controlPosition.y = 0; item->_flags = 0; item->_priority = priority; item->_scale = 100; insert(item, priority); } void SpriteDrawQueue::insert(SpriteDrawQueueItem *item, int priority) { SpriteDrawQueueListIterator insertionPos = Common::find_if(_queue.begin(), _queue.end(), FindInsertionPosition(priority)); _queue.insert(insertionPos, item); } bool SpriteDrawQueue::calcItemRect(SpriteDrawQueueItem *item, Common::Rect &srcRect, Common::Rect &dstRect) { srcRect.left = 0; srcRect.top = 0; srcRect.right = item->_dimensions._width; srcRect.bottom = item->_dimensions._height; dstRect.left = item->_drawPosition.x - item->_scale * item->_controlPosition.x / 100; dstRect.top = item->_drawPosition.y - item->_scale * item->_controlPosition.y / 100; dstRect.right = item->_drawPosition.x + item->_scale * (item->_dimensions._width - item->_controlPosition.x) / 100; dstRect.bottom = item->_drawPosition.y + item->_scale * (item->_dimensions._height - item->_controlPosition.y) / 100; /* CHECKME This seems to be unused basically and only called from debug code Left here just in case... if (gfx_seemsAlways0) { dstRect.left += screenOffsetPt.x; dstRect.right = screenOffsetPt.x + dstRect.right; dstRect.top = screenOffsetPt.y + dstRect.top; dstRect.bottom = screenOffsetPt.y + dstRect.bottom; } */ // Check if the sprite is on-screen if (dstRect.left >= 640 || dstRect.right <= 0 || dstRect.top >= 480 || dstRect.bottom <= 0) return false; // Clip the sprite rect if neccessary if (dstRect.left < 0) { srcRect.left += -100 * dstRect.left / item->_scale; dstRect.left = 0; } if (dstRect.top < 0) { srcRect.top += -100 * dstRect.top / item->_scale; dstRect.top = 0; } if (dstRect.right > 640) { srcRect.right += 100 * (640 - dstRect.right) / item->_scale; dstRect.right = 640; } if (dstRect.bottom > 480) { srcRect.bottom += 100 * (480 - dstRect.bottom) / item->_scale; dstRect.bottom = 480; } return true; } void SpriteDrawQueue::drawSurface10(int16 destX, int16 destY, Graphics::Surface *surface, Common::Rect &srcRect, uint16 colorKey) { // TODO } void SpriteDrawQueue::drawSurface11(int16 destX, int16 destY, Graphics::Surface *surface, Common::Rect &srcRect) { // TODO } void SpriteDrawQueue::drawSurface20(Common::Rect &dstRect, Graphics::Surface *surface, Common::Rect &srcRect, uint16 colorKey) { // TODO } void SpriteDrawQueue::drawSurface21(Common::Rect &dstRect, Graphics::Surface *surface, Common::Rect &srcRect) { // TODO } } // End of namespace Illusions