/* 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. * */ /* * This code is based on Labyrinth of Time code with assistance of * * Copyright (c) 1993 Terra Nova Development * Copyright (c) 2004 The Wyrmkeep Entertainment Co. * */ #include "lab/vga.h" #include "lab/stddefines.h" #include "lab/mouse.h" #include "graphics/palette.h" #include "common/events.h" namespace Lab { static byte curvgapal[256 * 3]; static unsigned char curapen = 0; uint32 VGAScreenWidth = 320UL, VGAScreenHeight = 200UL, VGABytesPerPage = 65536UL; byte *VGABASEADDRESS = 0; byte *g_DisplayBuffer = 0; byte *g_Pixels = 0; int g_ScreenWasLocked = 0; int g_IgnoreUpdateDisplay = 0; int g_LastWaitTOFTicks = 0; uint32 g_MouseX = 0; uint32 g_MouseY = 0; uint16 g_NextKeyIn = 0; uint16 g_KeyBuf[64]; uint16 g_NextKeyOut = 0; bool g_MouseAtEdge = false; byte *TempScrollData; /*****************************************************************************/ /* Sets up either a low-res or a high-res 256 color screen. */ /*****************************************************************************/ bool createScreen(bool HiRes) { //VGABASEADDRESS = (unsigned long)malloc(640 * 480); VGABASEADDRESS = 0; if (HiRes) { VGAScreenWidth = 640; VGAScreenHeight = 480; } else { VGAScreenWidth = 320; VGAScreenHeight = 200; } VGABytesPerPage = VGAScreenWidth * VGAScreenHeight; g_DisplayBuffer = (byte *)malloc(VGABytesPerPage); g_Pixels = (byte *)calloc(VGABytesPerPage, 4); return true; } /*****************************************************************************/ /* Sets the current page on the VGA card. */ /*****************************************************************************/ void setPage(uint16 PageNum) { // PageNum should always calculated out to zero for SDL. assert(PageNum == 0); } void VGAStorePage() { // does nothing in SDL } void VGARestorePage() { // does nothing in SDL } void changeVolume(int delta) { warning("STUB: changeVolume()"); } uint16 WSDL_GetNextChar() { uint16 c = 0; WSDL_ProcessInput(0); if (g_NextKeyIn != g_NextKeyOut) { c = g_KeyBuf[g_NextKeyOut]; g_NextKeyOut = ((((unsigned int)((g_NextKeyOut + 1) >> 31) >> 26) + (byte)g_NextKeyOut + 1) & 0x3F) - ((unsigned int)((g_NextKeyOut + 1) >> 31) >> 26); } return c; } bool WSDL_HasNextChar() { WSDL_ProcessInput(0); return g_NextKeyIn != g_NextKeyOut; } void WSDL_ProcessInput(bool can_delay) { int n; int lastMouseAtEdge; int flags = 0; Common::Event event; if (1 /*!g_IgnoreProcessInput*/) { while (g_system->getEventManager()->pollEvent(event)) { switch (event.type) { case Common::EVENT_RBUTTONDOWN: flags |= 8; mouseHandler(flags, g_MouseX, g_MouseY); break; case Common::EVENT_LBUTTONDOWN: flags |= 2; mouseHandler(flags, g_MouseX, g_MouseY); break; case Common::EVENT_MOUSEMOVE: lastMouseAtEdge = g_MouseAtEdge; g_MouseAtEdge = false; g_MouseX = event.mouse.x; if (event.mouse.x <= 0) { g_MouseX = 0; g_MouseAtEdge = true; } if (g_MouseX > VGAScreenWidth - 1) { g_MouseX = VGAScreenWidth; g_MouseAtEdge = true; } g_MouseY = event.mouse.y; if (event.mouse.y <= 0) { g_MouseY = 0; g_MouseAtEdge = true; } if (g_MouseY > VGAScreenHeight - 1) { g_MouseY = VGAScreenHeight; g_MouseAtEdge = true; } if (!lastMouseAtEdge || !g_MouseAtEdge) mouseHandler(1, g_MouseX, g_MouseY); break; case Common::EVENT_KEYDOWN: switch (event.kbd.keycode) { case Common::KEYCODE_LEFTBRACKET: changeVolume(-1); break; case Common::KEYCODE_RIGHTBRACKET: changeVolume(1); break; case Common::KEYCODE_z: //saveSettings(); break; default: n = ((((unsigned int)((g_NextKeyIn + 1) >> 31) >> 26) + (byte)g_NextKeyIn + 1) & 0x3F) - ((unsigned int)((g_NextKeyIn + 1) >> 31) >> 26); if (n != g_NextKeyOut) { g_KeyBuf[g_NextKeyIn] = event.kbd.keycode; g_NextKeyIn = n; } } break; case Common::EVENT_QUIT: case Common::EVENT_RTL: default: break; } g_system->copyRectToScreen(g_DisplayBuffer, VGAScreenWidth, 0, 0, VGAScreenWidth, VGAScreenHeight); g_system->updateScreen(); } } if (can_delay) g_system->delayMillis(10); } void WSDL_GetMousePos(int *x, int *y) { WSDL_ProcessInput(0); *x = g_MouseX; *y = g_MouseY; } void waitTOF() { int untilOutOfRefresh = 1; if (g_ScreenWasLocked || untilOutOfRefresh) { g_system->copyRectToScreen(g_DisplayBuffer, VGAScreenWidth, 0, 0, VGAScreenWidth, VGAScreenHeight); g_system->updateScreen(); } g_ScreenWasLocked = 0; WSDL_ProcessInput(0); uint32 now; for (now = g_system->getMillis(); now - g_LastWaitTOFTicks <= 0xF; now = g_system->getMillis() ) g_system->delayMillis(g_LastWaitTOFTicks - now + 17); g_LastWaitTOFTicks = now; } void WSDL_SetColors(byte *buf, uint16 first, uint16 numreg, uint16 slow) { byte tmp[256 * 3]; for (int i = 0; i < 256 * 3; i++) { tmp[i] = buf[i] * 4; } g_system->getPaletteManager()->setPalette(tmp, first, numreg); if (slow) waitTOF(); } /*****************************************************************************/ /* Writes any number of the 256 color registers. */ /* first: the number of the first color register to write. */ /* numreg: the number of registers to write */ /* buf: a char pointer which contains the selected color registers. */ /* Each value representing a color register occupies 3 bytes in */ /* the array. The order is red, green then blue. The first byte */ /* in the array is the red component of the first element selected.*/ /* The length of the buffer is 3 times the number of registers */ /* selected. */ /*****************************************************************************/ void writeColorRegs(byte *buf, uint16 first, uint16 numreg) { WSDL_SetColors(buf, first, numreg, 0); memcpy(&(curvgapal[first * 3]), buf, numreg * 3); } void writeColorRegsSmooth(byte *buf, uint16 first, uint16 numreg) { WSDL_SetColors(buf, first, numreg, 1); memcpy(&(curvgapal[first * 3]), buf, numreg * 3); } /*****************************************************************************/ /* Sets one of the 256 (0..255) color registers. buf is a char pointer, */ /* the first character in the string is the red value, then green, then */ /* blue. Each color value is a 6 bit value. */ /*****************************************************************************/ void writeColorReg(byte *buf, uint16 regnum) { writeColorRegs(buf, regnum, 1); } void VGASetPal(void *cmap, uint16 numcolors) { if (memcmp(cmap, curvgapal, numcolors * 3) != 0) writeColorRegs((byte *)cmap, 0, numcolors); } byte *WSDL_LockVideo() { g_ScreenWasLocked = 1; return g_DisplayBuffer; } void WSDL_IgnoreUpdateDisplay(int state) { g_IgnoreUpdateDisplay = state; } void WSDL_UpdateScreen() { if (g_ScreenWasLocked && !g_IgnoreUpdateDisplay) { g_system->copyRectToScreen(g_DisplayBuffer, VGAScreenWidth, 0, 0, VGAScreenWidth, VGAScreenHeight); g_system->updateScreen(); } g_ScreenWasLocked = 0; WSDL_ProcessInput(0); } /*****************************************************************************/ /* Returns the base address of the current VGA display. */ /*****************************************************************************/ byte *getVGABaseAddr() { if (VGABASEADDRESS) return VGABASEADDRESS; return WSDL_LockVideo(); } /*****************************************************************************/ /* Draws an image to the screen. */ /*****************************************************************************/ void drawImage(Image *Im, uint16 x, uint16 y) { int sx, sy, dx, dy, w, h; sx = 0; sy = 0; dx = x; dy = y; w = Im->Width; h = Im->Height; if (dx < 0) { sx -= dx; w += dx; dx = 0; } if (dy < 0) { sy -= dy; w += dy; dy = 0; } if ((uint)(dx + w) > VGAScreenWidth) w = VGAScreenWidth - dx; if ((uint)(dy + h) > VGAScreenHeight) h = VGAScreenHeight - dy; if (w > 0 && h > 0) { byte *s = Im->ImageData + sy * Im->Width + sx; byte *d = getVGABaseAddr() + dy * VGAScreenWidth + dx; while (h-- > 0) { memcpy(d, s, w); s += Im->Width; d += VGAScreenWidth; } } } /*****************************************************************************/ /* Draws an image to the screen. */ /*****************************************************************************/ void drawMaskImage(Image *Im, uint16 x, uint16 y) { int sx, sy, dx, dy, w, h; sx = 0; sy = 0; dx = x; dy = y; w = Im->Width; h = Im->Height; if (dx < 0) { sx -= dx; w += dx; dx = 0; } if (dy < 0) { sy -= dy; w += dy; dy = 0; } if ((uint)(dx + w) > VGAScreenWidth) w = VGAScreenWidth - dx; if ((uint)(dy + h) > VGAScreenHeight) h = VGAScreenHeight - dy; if (w > 0 && h > 0) { byte *s = Im->ImageData + sy * Im->Width + sx; byte *d = getVGABaseAddr() + dy * VGAScreenWidth + dx; while (h-- > 0) { byte *ss = s; byte *dd = d; int ww = w; while (ww-- > 0) { byte c = *ss++; if (c) *dd++ = c - 1; else dd++; } s += Im->Width; d += VGAScreenWidth; } } } /*****************************************************************************/ /* Reads an image from the screen. */ /*****************************************************************************/ void readScreenImage(Image *Im, uint16 x, uint16 y) { int sx, sy, dx, dy, w, h; sx = 0; sy = 0; dx = x; dy = y; w = Im->Width; h = Im->Height; if (dx < 0) { sx -= dx; w += dx; dx = 0; } if (dy < 0) { sy -= dy; w += dy; dy = 0; } if ((uint)(dx + w) > VGAScreenWidth) w = VGAScreenWidth - dx; if ((uint)(dy + h) > VGAScreenHeight) h = VGAScreenHeight - dy; if (w > 0 && h > 0) { byte *s = Im->ImageData + sy * Im->Width + sx; byte *d = getVGABaseAddr() + dy * VGAScreenWidth + dx; while (h-- > 0) { memcpy(s, d, w); s += Im->Width; d += VGAScreenWidth; } } } /*****************************************************************************/ /* Blits a piece of one image to another. */ /* NOTE: for our purposes, assumes that ImDest is to be in VGA memory. */ /*****************************************************************************/ void bltBitMap(Image *ImSource, uint16 xs, uint16 ys, Image *ImDest, uint16 xd, uint16 yd, uint16 width, uint16 height) { // I think the old code assumed that the source image data was valid for the given box. // I will proceed on that assumption. int sx, sy, dx, dy, w, h; sx = xs; sy = ys; dx = xd; dy = yd; w = width; h = height; if (dx < 0) { sx -= dx; w += dx; dx = 0; } if (dy < 0) { sy -= dy; w += dy; dy = 0; } if (dx + w > ImDest->Width) w = ImDest->Width - dx; if (dy + h > ImDest->Height) h = ImDest->Height - dy; if (w > 0 && h > 0) { byte *s = ImSource->ImageData + sy * ImSource->Width + sx; byte *d = ImDest->ImageData + dy * ImDest->Width + dx; while (h-- > 0) { memcpy(d, s, w); s += ImSource->Width; d += ImDest->Width; } } } /*****************************************************************************/ /* Scrolls the display in the x direction by blitting. */ /* The TempScrollData variable must be initialized to some memory, or this */ /* function will fail. */ /*****************************************************************************/ void scrollDisplayX(int16 dx, uint16 x1, uint16 y1, uint16 x2, uint16 y2) { Image Im; uint16 temp; Im.ImageData = TempScrollData; if (x1 > x2) { temp = x2; x2 = x1; x1 = temp; } if (y1 > y2) { temp = y2; y2 = y1; y1 = temp; } if (dx > 0) { Im.Width = x2 - x1 + 1 - dx; Im.Height = y2 - y1 + 1; readScreenImage(&Im, x1, y1); drawImage(&Im, x1 + dx, y1); setAPen(0); rectFill(x1, y1, x1 + dx - 1, y2); } else if (dx < 0) { Im.Width = x2 - x1 + 1 + dx; Im.Height = y2 - y1 + 1; readScreenImage(&Im, x1 - dx, y1); drawImage(&Im, x1, y1); setAPen(0); rectFill(x2 + dx + 1, y1, x2, y2); } } /*****************************************************************************/ /* Scrolls the display in the y direction by blitting. */ /*****************************************************************************/ void scrollDisplayY(int16 dy, uint16 x1, uint16 y1, uint16 x2, uint16 y2) { Image Im; uint16 temp; Im.ImageData = TempScrollData; if (x1 > x2) { temp = x2; x2 = x1; x1 = temp; } if (y1 > y2) { temp = y2; y2 = y1; y1 = temp; } if (dy > 0) { Im.Width = x2 - x1 + 1; Im.Height = y2 - y1 + 1 - dy; readScreenImage(&Im, x1, y1); drawImage(&Im, x1, y1 + dy); setAPen(0); rectFill(x1, y1, x2, y1 + dy - 1); } else if (dy < 0) { Im.Width = x2 - x1 + 1; Im.Height = y2 - y1 + 1 + dy; readScreenImage(&Im, x1, y1 - dy); drawImage(&Im, x1, y1); setAPen(0); rectFill(x1, y2 + dy + 1, x2, y2); } } /*****************************************************************************/ /* Sets the pen number to use on all the drawing operations. */ /*****************************************************************************/ void setAPen(uint16 pennum) { curapen = (unsigned char)pennum; } /*****************************************************************************/ /* Fills in a rectangle. */ /*****************************************************************************/ void rectFill(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int dx, dy, w, h; dx = x1; dy = y1; w = x2 - x1 + 1; h = y2 - y1 + 1; if (dx < 0) { w += dx; dx = 0; } if (dy < 0) { w += dy; dy = 0; } if ((uint)(dx + w) > VGAScreenWidth) w = VGAScreenWidth - dx; if ((uint)(dy + h) > VGAScreenHeight) h = VGAScreenHeight - dy; if (w > 0 && h > 0) { char *d = (char *)getVGABaseAddr() + dy * VGAScreenWidth + dx; while (h-- > 0) { char *dd = d; int ww = w; while (ww-- > 0) { *dd++ = curapen; } d += VGAScreenWidth; } } } /*****************************************************************************/ /* Draws a horizontal line. */ /*****************************************************************************/ void drawVLine(uint16 x, uint16 y1, uint16 y2) { rectFill(x, y1, x, y2); } /*****************************************************************************/ /* Draws a vertical line. */ /*****************************************************************************/ void drawHLine(uint16 x1, uint16 y, uint16 x2) { rectFill(x1, y, x2, y); } /*****************************************************************************/ /* Ghoasts a region on the screen using the desired pen color. */ /*****************************************************************************/ void ghoastRect(uint16 pencolor, uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int dx, dy, w, h; dx = x1; dy = y1; w = x2 - x1 + 1; h = y2 - y1 + 1; if (dx < 0) { w += dx; dx = 0; } if (dy < 0) { w += dy; dy = 0; } if ((uint)(dx + w) > VGAScreenWidth) w = VGAScreenWidth - dx; if ((uint)(dy + h) > VGAScreenHeight) h = VGAScreenHeight - dy; if (w > 0 && h > 0) { char *d = (char *)getVGABaseAddr() + dy * VGAScreenWidth + dx; while (h-- > 0) { char *dd = d; int ww = w; if (dy & 1) { dd++; ww--; } while (ww > 0) { *dd = pencolor; dd += 2; ww -= 2; } d += VGAScreenWidth; dy++; } } } } // End of namespace Lab