/* 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 "common/rational.h" // for Rational, operator* #include "common/system.h" // for OSystem, g_system #include "common/memstream.h" #include "graphics/cursorman.h" // for CursorMan #include "graphics/maccursor.h" #include "sci/graphics/celobj32.h" // for CelObjView, CelInfo32, Ratio #include "sci/graphics/cursor32.h" #include "sci/graphics/frameout.h" // for GfxFrameout namespace Sci { GfxCursor32::GfxCursor32() : _hideCount(0), _position(0, 0), _needsPaint(false) { } void GfxCursor32::init(const Buffer &outputBuffer) { _screen = outputBuffer; _screenRegion.rect = Common::Rect(_screen.w, _screen.h); _screenRegion.data = static_cast(_screen.getPixels()); _restrictedArea = _screenRegion.rect; } GfxCursor32::~GfxCursor32() { free(_cursor.data); free(_cursorBack.data); free(_scratch1.data); free(_scratch2.data); free(_savedScreenRegion.data); } void GfxCursor32::hide() { if (_hideCount++) { return; } g_system->showMouse(false); if (!_cursorBack.rect.isEmpty()) { drawToScreen(_cursorBack); } } void GfxCursor32::revealCursor() { _cursorBack.rect = _cursor.rect; _cursorBack.rect.clip(_screenRegion.rect); if (_cursorBack.rect.isEmpty()) { return; } copyFromScreen(_cursorBack); _scratch1.rect = _cursor.rect; copy(_scratch1, _cursorBack); copy(_scratch1, _cursor); drawToScreen(_scratch1); } template void GfxCursor32::copy(DrawRegion &target, const DrawRegion &source) { if (source.rect.isEmpty()) { return; } Common::Rect drawRect(source.rect); drawRect.clip(target.rect); if (drawRect.isEmpty()) { return; } const int16 sourceXOffset = drawRect.left - source.rect.left; const int16 sourceYOffset = drawRect.top - source.rect.top; const int16 drawRectWidth = drawRect.width(); const int16 drawRectHeight = drawRect.height(); byte *targetPixel = target.data + ((drawRect.top - target.rect.top) * target.rect.width()) + (drawRect.left - target.rect.left); const byte *sourcePixel = source.data + (sourceYOffset * source.rect.width()) + sourceXOffset; const uint8 skipColor = source.skipColor; int16 sourceStride = source.rect.width(); int16 targetStride = target.rect.width(); if (SKIP) { sourceStride -= drawRectWidth; targetStride -= drawRectWidth; } for (int16 y = 0; y < drawRectHeight; ++y) { if (SKIP) { for (int16 x = 0; x < drawRectWidth; ++x) { if (*sourcePixel != skipColor) { *targetPixel = *sourcePixel; } ++targetPixel; ++sourcePixel; } } else { memcpy(targetPixel, sourcePixel, drawRectWidth); } targetPixel += targetStride; sourcePixel += sourceStride; } } void GfxCursor32::drawToScreen(const DrawRegion &source) { Common::Rect drawRect(source.rect); drawRect.clip(_screenRegion.rect); const int16 sourceXOffset = drawRect.left - source.rect.left; const int16 sourceYOffset = drawRect.top - source.rect.top; byte *sourcePixel = source.data + (sourceYOffset * source.rect.width()) + sourceXOffset; g_system->copyRectToScreen(sourcePixel, source.rect.width(), drawRect.left, drawRect.top, drawRect.width(), drawRect.height()); } void GfxCursor32::unhide() { if (_hideCount == 0 || --_hideCount) { return; } g_system->showMouse(true); _cursor.rect.moveTo(_position.x - _hotSpot.x, _position.y - _hotSpot.y); revealCursor(); } void GfxCursor32::show() { if (_hideCount) { g_system->showMouse(true); _hideCount = 0; _cursor.rect.moveTo(_position.x - _hotSpot.x, _position.y - _hotSpot.y); revealCursor(); } } void GfxCursor32::setRestrictedArea(const Common::Rect &rect) { _restrictedArea = rect; const int16 screenWidth = g_sci->_gfxFrameout->getScreenWidth(); const int16 screenHeight = g_sci->_gfxFrameout->getScreenHeight(); const int16 scriptWidth = g_sci->_gfxFrameout->getScriptWidth(); const int16 scriptHeight = g_sci->_gfxFrameout->getScriptHeight(); mulru(_restrictedArea, Ratio(screenWidth, scriptWidth), Ratio(screenHeight, scriptHeight), 0); bool restricted = false; if (_position.x < rect.left) { _position.x = rect.left; restricted = true; } if (_position.x >= rect.right) { _position.x = rect.right - 1; restricted = true; } if (_position.y < rect.top) { _position.y = rect.top; restricted = true; } if (_position.y >= rect.bottom) { _position.y = rect.bottom - 1; restricted = true; } if (restricted) { g_system->warpMouse(_position.x, _position.y); } } void GfxCursor32::clearRestrictedArea() { _restrictedArea = _screenRegion.rect; } void GfxCursor32::setView(const GuiResourceId viewId, const int16 loopNo, const int16 celNo) { hide(); _cursorInfo.resourceId = viewId; _cursorInfo.loopNo = loopNo; _cursorInfo.celNo = celNo; if (!_macCursorRemap.empty() && viewId != -1) { // Mac cursor handling GuiResourceId viewNum = viewId; // Remap cursor view based on what the scripts have given us. for (uint32 i = 0; i < _macCursorRemap.size(); i++) { if (viewNum == _macCursorRemap[i]) { viewNum = (i + 1) * 0x100 + loopNo * 0x10 + celNo; break; } if (i == _macCursorRemap.size()) error("Unmatched Mac cursor %d", viewNum); } _cursorInfo.resourceId = viewNum; Resource *resource = g_sci->getResMan()->findResource(ResourceId(kResourceTypeCursor, viewNum), false); if (!resource) { // The cursor resources often don't exist, this is normal behavior debug(0, "Mac cursor %d not found", viewNum); return; } Common::MemoryReadStream resStream(resource->toStream()); Graphics::MacCursor *macCursor = new Graphics::MacCursor(); if (!macCursor->readFromStream(resStream)) { warning("Failed to load Mac cursor %d", viewNum); delete macCursor; return; } _hotSpot = Common::Point(macCursor->getHotspotX(), macCursor->getHotspotY()); _width = macCursor->getWidth(); _height = macCursor->getHeight(); _cursor.data = (byte *)realloc(_cursor.data, _width * _height); memcpy(_cursor.data, macCursor->getSurface(), _width * _height); _cursor.rect = Common::Rect(_width, _height); _cursor.skipColor = macCursor->getKeyColor(); // The cursor will be drawn on next refresh delete macCursor; } else if (viewId != -1) { CelObjView view(viewId, loopNo, celNo); _hotSpot = view._origin; _width = view._width; _height = view._height; // SSCI never increased the size of cursors, but some of the cursors // in early SCI32 games were designed for low-resolution display mode // and so are kind of hard to pick out when running in high-resolution // mode. // To address this, we make some slight adjustments to cursor display // in these early games: // GK1: All the cursors are increased in size since they all appear to // be designed for low-res display. // PQ4: We only make the cursors bigger if they are above a set // threshold size because inventory items usually have a // high-resolution cursor representation. bool pixelDouble = false; if (g_sci->_gfxFrameout->isHiRes() && (g_sci->getGameId() == GID_GK1 || (g_sci->getGameId() == GID_PQ4 && _width <= 22 && _height <= 22))) { _width *= 2; _height *= 2; _hotSpot.x *= 2; _hotSpot.y *= 2; pixelDouble = true; } _cursor.data = (byte *)realloc(_cursor.data, _width * _height); _cursor.rect = Common::Rect(_width, _height); memset(_cursor.data, 255, _width * _height); _cursor.skipColor = 255; Buffer target; target.init(_width, _height, _width, _cursor.data, Graphics::PixelFormat::createFormatCLUT8()); if (pixelDouble) { view.draw(target, _cursor.rect, Common::Point(0, 0), false, 2, 2); } else { view.draw(target, _cursor.rect, Common::Point(0, 0), false); } } else { _hotSpot = Common::Point(0, 0); _width = _height = 1; _cursor.data = (byte *)realloc(_cursor.data, _width * _height); _cursor.rect = Common::Rect(_width, _height); *_cursor.data = _cursor.skipColor; _cursorBack.rect = _cursor.rect; _cursorBack.rect.clip(_screenRegion.rect); if (!_cursorBack.rect.isEmpty()) { copyFromScreen(_cursorBack); } } _cursorBack.data = (byte *)realloc(_cursorBack.data, _width * _height); memset(_cursorBack.data, 0, _width * _height); _scratch1.data = (byte *)realloc(_scratch1.data, _width * _height); _scratch2.data = (byte *)realloc(_scratch2.data, _width * _height * 4); _savedScreenRegion.data = (byte *)realloc(_savedScreenRegion.data, _width * _height); unhide(); } void GfxCursor32::copyFromScreen(DrawRegion &target) { // In SSCI, mouse events were received via hardware interrupt, so there was // a separate branch here that would read from VRAM instead of from the // game's back buffer when a mouse event was received while the back buffer // was being updated. In ScummVM, mouse events are polled, which means it is // not possible to receive a mouse event during a back buffer update, so the // code responsible for handling that is removed. copy(target, _screenRegion); } void GfxCursor32::setPosition(const Common::Point &position) { const int16 scriptWidth = g_sci->_gfxFrameout->getScriptWidth(); const int16 scriptHeight = g_sci->_gfxFrameout->getScriptHeight(); const int16 screenWidth = g_sci->_gfxFrameout->getScreenWidth(); const int16 screenHeight = g_sci->_gfxFrameout->getScreenHeight(); Common::Point newPosition; newPosition.x = (position.x * Ratio(screenWidth, scriptWidth)).toInt(); newPosition.y = (position.y * Ratio(screenHeight, scriptHeight)).toInt(); if (!deviceMoved(newPosition)) { g_system->warpMouse(newPosition.x, newPosition.y); } } void GfxCursor32::gonnaPaint(Common::Rect paintRect) { if (!_hideCount && !_needsPaint && !_cursorBack.rect.isEmpty()) { paintRect.left &= ~3; paintRect.right |= 3; if (_cursorBack.rect.intersects(paintRect)) { _needsPaint = true; } } } void GfxCursor32::paintStarting() { if (_needsPaint) { _savedScreenRegion.rect = _cursor.rect; copy(_savedScreenRegion, _screenRegion); copy(_screenRegion, _cursor); } } void GfxCursor32::donePainting() { if (_needsPaint) { copy(_screenRegion, _savedScreenRegion); _savedScreenRegion.rect = Common::Rect(); _needsPaint = false; } if (!_hideCount && !_cursorBack.rect.isEmpty()) { copy(_cursorBack, _screenRegion); } } bool GfxCursor32::deviceMoved(Common::Point &position) { bool restricted = false; if (position.x < _restrictedArea.left) { position.x = _restrictedArea.left; restricted = true; } if (position.x >= _restrictedArea.right) { position.x = _restrictedArea.right - 1; restricted = true; } if (position.y < _restrictedArea.top) { position.y = _restrictedArea.top; restricted = true; } if (position.y >= _restrictedArea.bottom) { position.y = _restrictedArea.bottom - 1; restricted = true; } if (restricted) { g_system->warpMouse(position.x, position.y); } if (_position != position) { _position = position; move(); } return restricted; } void GfxCursor32::move() { if (_hideCount) { return; } // Cursor moved onto the screen after being offscreen _cursor.rect.moveTo(_position.x - _hotSpot.x, _position.y - _hotSpot.y); if (_cursorBack.rect.isEmpty()) { revealCursor(); return; } // Cursor moved offscreen if (!_cursor.rect.intersects(_screenRegion.rect)) { drawToScreen(_cursorBack); return; } if (!_cursor.rect.intersects(_cursorBack.rect)) { // Cursor moved to a completely different part of the screen _scratch1.rect = _cursor.rect; _scratch1.rect.clip(_screenRegion.rect); copyFromScreen(_scratch1); _scratch2.rect = _scratch1.rect; copy(_scratch2, _scratch1); copy(_scratch1, _cursor); drawToScreen(_scratch1); drawToScreen(_cursorBack); _cursorBack.rect = _cursor.rect; _cursorBack.rect.clip(_screenRegion.rect); copy(_cursorBack, _scratch2); } else { // Cursor moved, but still overlaps the previous cursor location Common::Rect mergedRect(_cursorBack.rect); mergedRect.extend(_cursor.rect); mergedRect.clip(_screenRegion.rect); _scratch2.rect = mergedRect; copyFromScreen(_scratch2); copy(_scratch2, _cursorBack); _cursorBack.rect = _cursor.rect; _cursorBack.rect.clip(_screenRegion.rect); copy(_cursorBack, _scratch2); copy(_scratch2, _cursor); drawToScreen(_scratch2); } } void GfxCursor32::setMacCursorRemapList(int cursorCount, reg_t *cursors) { for (int i = 0; i < cursorCount; i++) _macCursorRemap.push_back(cursors[i].toUint16()); } } // End of namespace Sci