/* 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/util.h" #include "common/system.h" #include "common/timer.h" #include "graphics/surface.h" #include "engines/util.h" #include "sci/sci.h" #include "sci/engine/state.h" #include "sci/graphics/screen.h" #include "sci/graphics/view.h" namespace Sci { GfxScreen::GfxScreen(ResourceManager *resMan) : _resMan(resMan) { // Scale the screen, if needed _upscaledHires = GFX_SCREEN_UPSCALED_DISABLED; // we default to scripts running at 320x200 _scriptWidth = 320; _scriptHeight = 200; _width = 0; _height = 0; _displayWidth = 0; _displayHeight = 0; // King's Quest 6 and Gabriel Knight 1 have hires content, gk1/cd was able // to provide that under DOS as well, but as gk1/floppy does support // upscaled hires scriptswise, but doesn't actually have the hires content // we need to limit it to platform windows. if (g_sci->getPlatform() == Common::kPlatformWindows) { if (g_sci->getGameId() == GID_KQ6) _upscaledHires = GFX_SCREEN_UPSCALED_640x440; #ifdef ENABLE_SCI32 if (g_sci->getGameId() == GID_GK1) _upscaledHires = GFX_SCREEN_UPSCALED_640x480; #endif } // Japanese versions of games use hi-res font on upscaled version of the game. if ((g_sci->getLanguage() == Common::JA_JPN) && (getSciVersion() <= SCI_VERSION_1_1)) _upscaledHires = GFX_SCREEN_UPSCALED_640x400; // Macintosh SCI0 games used 480x300, while the scripts were running at 320x200 if (g_sci->getPlatform() == Common::kPlatformMacintosh) { if (getSciVersion() <= SCI_VERSION_01) { _upscaledHires = GFX_SCREEN_UPSCALED_480x300; _width = 480; _height = 300; // regular visual, priority and control map are 480x300 (this is different than other upscaled SCI games) } // Some Mac SCI1/1.1 games only take up 190 rows and do not // have the menu bar. // TODO: Verify that LSL1 and LSL5 use height 190 switch (g_sci->getGameId()) { case GID_FREDDYPHARKAS: case GID_KQ5: case GID_KQ6: case GID_LSL1: case GID_LSL5: case GID_SQ1: _scriptHeight = 190; break; default: break; } } #ifdef ENABLE_SCI32 // GK1 Mac uses a 640x480 resolution too if (g_sci->getPlatform() == Common::kPlatformMacintosh) { if (g_sci->getGameId() == GID_GK1) _upscaledHires = GFX_SCREEN_UPSCALED_640x480; } #endif if (_resMan->detectHires()) { _scriptWidth = 640; _scriptHeight = 480; } #ifdef ENABLE_SCI32 // Phantasmagoria 1 effectively outputs 630x450 // Coordinate translation has to use this resolution as well if (g_sci->getGameId() == GID_PHANTASMAGORIA) { _width = 630; _height = 450; } #endif // if not yet set, set those to script-width/height if (!_width) _width = _scriptWidth; if (!_height) _height = _scriptHeight; _pixels = _width * _height; switch (_upscaledHires) { case GFX_SCREEN_UPSCALED_480x300: // Space Quest 3, Hoyle 1+2 on MAC use this one _displayWidth = 480; _displayHeight = 300; for (int i = 0; i <= _scriptHeight; i++) _upscaledHeightMapping[i] = (i * 3) >> 1; for (int i = 0; i <= _scriptWidth; i++) _upscaledWidthMapping[i] = (i * 3) >> 1; break; case GFX_SCREEN_UPSCALED_640x400: // Police Quest 2 and Quest For Glory on PC9801 (Japanese) _displayWidth = 640; _displayHeight = 400; for (int i = 0; i <= _scriptHeight; i++) _upscaledHeightMapping[i] = i * 2; for (int i = 0; i <= _scriptWidth; i++) _upscaledWidthMapping[i] = i * 2; break; case GFX_SCREEN_UPSCALED_640x440: // used by King's Quest 6 on Windows _displayWidth = 640; _displayHeight = 440; for (int i = 0; i <= _scriptHeight; i++) _upscaledHeightMapping[i] = (i * 11) / 5; for (int i = 0; i <= _scriptWidth; i++) _upscaledWidthMapping[i] = i * 2; break; case GFX_SCREEN_UPSCALED_640x480: // Gabriel Knight 1 (VESA, Mac) _displayWidth = 640; _displayHeight = 480; for (int i = 0; i <= _scriptHeight; i++) _upscaledHeightMapping[i] = (i * 12) / 5; for (int i = 0; i <= _scriptWidth; i++) _upscaledWidthMapping[i] = i * 2; break; default: if (!_displayWidth) _displayWidth = _width; if (!_displayHeight) _displayHeight = _height; memset(&_upscaledHeightMapping, 0, sizeof(_upscaledHeightMapping) ); memset(&_upscaledWidthMapping, 0, sizeof(_upscaledWidthMapping) ); break; } _displayPixels = _displayWidth * _displayHeight; // Allocate visual, priority, control and display screen _visualScreen = (byte *)calloc(_pixels, 1); _priorityScreen = (byte *)calloc(_pixels, 1); _controlScreen = (byte *)calloc(_pixels, 1); _displayScreen = (byte *)calloc(_displayPixels, 1); memset(&_ditheredPicColors, 0, sizeof(_ditheredPicColors)); // Sets display screen to be actually displayed _activeScreen = _displayScreen; _picNotValid = 0; _picNotValidSci11 = 0; _unditheringEnabled = true; _fontIsUpscaled = false; if (_resMan->getViewType() != kViewEga) { // It is not 100% accurate to set white to be 255 for Amiga 32-color // games. But 255 is defined as white in our SCI at all times, so it // doesn't matter. _colorWhite = 255; if (getSciVersion() >= SCI_VERSION_1_1) _colorDefaultVectorData = 255; else _colorDefaultVectorData = 0; } else { _colorWhite = 15; _colorDefaultVectorData = 0; } // Initialize the actual screen if (g_sci->hasMacIconBar()) { // For SCI1.1 Mac games with the custom icon bar, we need to expand the screen // to accommodate for the icon bar. Of course, both KQ6 and QFG1 VGA differ in size. // We add 2 to the height of the icon bar to add a buffer between the screen and the // icon bar (as did the original interpreter). if (g_sci->getGameId() == GID_KQ6) initGraphics(_displayWidth, _displayHeight + 26 + 2, _displayWidth > 320); else if (g_sci->getGameId() == GID_FREDDYPHARKAS) initGraphics(_displayWidth, _displayHeight + 28 + 2, _displayWidth > 320); else error("Unknown SCI1.1 Mac game"); } else initGraphics(_displayWidth, _displayHeight, _displayWidth > 320); // Initialize code pointers _vectorAdjustCoordinatePtr = &GfxScreen::vectorAdjustCoordinateNOP; _vectorAdjustLineCoordinatesPtr = &GfxScreen::vectorAdjustLineCoordinatesNOP; _vectorIsFillMatchPtr = &GfxScreen::vectorIsFillMatchNormal; _vectorPutPixelPtr = &GfxScreen::putPixelNormal; _vectorPutLinePixelPtr = &GfxScreen::putPixel; _vectorGetPixelPtr = &GfxScreen::getPixelNormal; _putPixelPtr = &GfxScreen::putPixelNormal; _getPixelPtr = &GfxScreen::getPixelNormal; switch (_upscaledHires) { case GFX_SCREEN_UPSCALED_480x300: _vectorAdjustCoordinatePtr = &GfxScreen::vectorAdjustCoordinate480x300Mac; _vectorAdjustLineCoordinatesPtr = &GfxScreen::vectorAdjustLineCoordinates480x300Mac; // vectorPutPixel -> we already adjust coordinates for vector code, that's why we can set pixels directly // vectorGetPixel -> see vectorPutPixel _vectorPutLinePixelPtr = &GfxScreen::vectorPutLinePixel480x300Mac; _putPixelPtr = &GfxScreen::putPixelAllUpscaled; _getPixelPtr = &GfxScreen::getPixelUpscaled; break; case GFX_SCREEN_UPSCALED_640x400: case GFX_SCREEN_UPSCALED_640x440: case GFX_SCREEN_UPSCALED_640x480: _vectorPutPixelPtr = &GfxScreen::putPixelDisplayUpscaled; _putPixelPtr = &GfxScreen::putPixelDisplayUpscaled; break; case GFX_SCREEN_UPSCALED_DISABLED: break; } } GfxScreen::~GfxScreen() { free(_visualScreen); free(_priorityScreen); free(_controlScreen); free(_displayScreen); } void GfxScreen::copyToScreen() { g_system->copyRectToScreen(_activeScreen, _displayWidth, 0, 0, _displayWidth, _displayHeight); } void GfxScreen::copyFromScreen(byte *buffer) { // TODO this ignores the pitch Graphics::Surface *screen = g_system->lockScreen(); memcpy(buffer, screen->getPixels(), _displayPixels); g_system->unlockScreen(); } void GfxScreen::kernelSyncWithFramebuffer() { // TODO this ignores the pitch Graphics::Surface *screen = g_system->lockScreen(); memcpy(_displayScreen, screen->getPixels(), _displayPixels); g_system->unlockScreen(); } void GfxScreen::copyRectToScreen(const Common::Rect &rect) { if (!_upscaledHires) { g_system->copyRectToScreen(_activeScreen + rect.top * _displayWidth + rect.left, _displayWidth, rect.left, rect.top, rect.width(), rect.height()); } else { int rectHeight = _upscaledHeightMapping[rect.bottom] - _upscaledHeightMapping[rect.top]; int rectWidth = _upscaledWidthMapping[rect.right] - _upscaledWidthMapping[rect.left]; g_system->copyRectToScreen(_activeScreen + _upscaledHeightMapping[rect.top] * _displayWidth + _upscaledWidthMapping[rect.left], _displayWidth, _upscaledWidthMapping[rect.left], _upscaledHeightMapping[rect.top], rectWidth, rectHeight); } } /** * This copies a rect to screen w/o scaling adjustment and is only meant to be * used on hires graphics used in upscaled hires mode. */ void GfxScreen::copyDisplayRectToScreen(const Common::Rect &rect) { if (!_upscaledHires) error("copyDisplayRectToScreen: not in upscaled hires mode"); g_system->copyRectToScreen(_activeScreen + rect.top * _displayWidth + rect.left, _displayWidth, rect.left, rect.top, rect.width(), rect.height()); } void GfxScreen::copyRectToScreen(const Common::Rect &rect, int16 x, int16 y) { if (!_upscaledHires) { g_system->copyRectToScreen(_activeScreen + rect.top * _displayWidth + rect.left, _displayWidth, x, y, rect.width(), rect.height()); } else { int rectHeight = _upscaledHeightMapping[rect.bottom] - _upscaledHeightMapping[rect.top]; int rectWidth = _upscaledWidthMapping[rect.right] - _upscaledWidthMapping[rect.left]; g_system->copyRectToScreen(_activeScreen + _upscaledHeightMapping[rect.top] * _displayWidth + _upscaledWidthMapping[rect.left], _displayWidth, _upscaledWidthMapping[x], _upscaledHeightMapping[y], rectWidth, rectHeight); } } byte GfxScreen::getDrawingMask(byte color, byte prio, byte control) { byte flag = 0; if (color != 255) flag |= GFX_SCREEN_MASK_VISUAL; if (prio != 255) flag |= GFX_SCREEN_MASK_PRIORITY; if (control != 255) flag |= GFX_SCREEN_MASK_CONTROL; return flag; } void GfxScreen::vectorAdjustCoordinateNOP(int16 *x, int16 *y) { } void GfxScreen::vectorAdjustCoordinate480x300Mac(int16 *x, int16 *y) { *x = _upscaledWidthMapping[*x]; *y = _upscaledHeightMapping[*y]; } void GfxScreen::vectorAdjustLineCoordinatesNOP(int16 *left, int16 *top, int16 *right, int16 *bottom, byte drawMask, byte color, byte priority, byte control) { } void GfxScreen::vectorAdjustLineCoordinates480x300Mac(int16 *left, int16 *top, int16 *right, int16 *bottom, byte drawMask, byte color, byte priority, byte control) { int16 displayLeft = _upscaledWidthMapping[*left]; int16 displayRight = _upscaledWidthMapping[*right]; int16 displayTop = _upscaledHeightMapping[*top]; int16 displayBottom = _upscaledHeightMapping[*bottom]; if (displayLeft < displayRight) { // one more pixel to the left, one more pixel to the right if (displayLeft > 0) vectorPutLinePixel(displayLeft - 1, displayTop, drawMask, color, priority, control); vectorPutLinePixel(displayRight + 1, displayBottom, drawMask, color, priority, control); } else if (displayLeft > displayRight) { if (displayRight > 0) vectorPutLinePixel(displayRight - 1, displayBottom, drawMask, color, priority, control); vectorPutLinePixel(displayLeft + 1, displayTop, drawMask, color, priority, control); } *left = displayLeft; *top = displayTop; *right = displayRight; *bottom = displayBottom; } byte GfxScreen::vectorIsFillMatchNormal(int16 x, int16 y, byte screenMask, byte checkForColor, byte checkForPriority, byte checkForControl, bool isEGA) { int offset = y * _width + x; byte match = 0; if (screenMask & GFX_SCREEN_MASK_VISUAL) { if (!isEGA) { if (*(_visualScreen + offset) == checkForColor) match |= GFX_SCREEN_MASK_VISUAL; } else { // In EGA games a pixel in the framebuffer is only 4 bits. We store // a full byte per pixel to allow undithering, but when comparing // pixels for flood-fill purposes, we should only compare the // visible color of a pixel. byte EGAcolor = *(_visualScreen + offset); if ((x ^ y) & 1) EGAcolor = (EGAcolor ^ (EGAcolor >> 4)) & 0x0F; else EGAcolor = EGAcolor & 0x0F; if (EGAcolor == checkForColor) match |= GFX_SCREEN_MASK_VISUAL; } } if ((screenMask & GFX_SCREEN_MASK_PRIORITY) && *(_priorityScreen + offset) == checkForPriority) match |= GFX_SCREEN_MASK_PRIORITY; if ((screenMask & GFX_SCREEN_MASK_CONTROL) && *(_controlScreen + offset) == checkForControl) match |= GFX_SCREEN_MASK_CONTROL; return match; } // Special 480x300 Mac putPixel for vector line drawing, also draws an additional pixel below the actual one void GfxScreen::vectorPutLinePixel480x300Mac(int16 x, int16 y, byte drawMask, byte color, byte priority, byte control) { int offset = y * _width + x; if (drawMask & GFX_SCREEN_MASK_VISUAL) { _visualScreen[offset] = color; _visualScreen[offset + _width] = color; _displayScreen[offset] = color; // also set pixel below actual pixel _displayScreen[offset + _displayWidth] = color; } if (drawMask & GFX_SCREEN_MASK_PRIORITY) { _priorityScreen[offset] = priority; _priorityScreen[offset + _width] = priority; } if (drawMask & GFX_SCREEN_MASK_CONTROL) { _controlScreen[offset] = control; _controlScreen[offset + _width] = control; } } // Directly sets a pixel on various screens, display is not upscaled void GfxScreen::putPixelNormal(int16 x, int16 y, byte drawMask, byte color, byte priority, byte control) { int offset = y * _width + x; if (drawMask & GFX_SCREEN_MASK_VISUAL) { _visualScreen[offset] = color; _displayScreen[offset] = color; } if (drawMask & GFX_SCREEN_MASK_PRIORITY) _priorityScreen[offset] = priority; if (drawMask & GFX_SCREEN_MASK_CONTROL) _controlScreen[offset] = control; } // Directly sets a pixel on various screens, display IS upscaled void GfxScreen::putPixelDisplayUpscaled(int16 x, int16 y, byte drawMask, byte color, byte priority, byte control) { int offset = y * _width + x; if (drawMask & GFX_SCREEN_MASK_VISUAL) { _visualScreen[offset] = color; putScaledPixelOnScreen(_displayScreen, x, y, color); } if (drawMask & GFX_SCREEN_MASK_PRIORITY) _priorityScreen[offset] = priority; if (drawMask & GFX_SCREEN_MASK_CONTROL) _controlScreen[offset] = control; } // Directly sets a pixel on various screens, ALL screens ARE upscaled void GfxScreen::putPixelAllUpscaled(int16 x, int16 y, byte drawMask, byte color, byte priority, byte control) { if (drawMask & GFX_SCREEN_MASK_VISUAL) { putScaledPixelOnScreen(_visualScreen, x, y, color); putScaledPixelOnScreen(_displayScreen, x, y, color); } if (drawMask & GFX_SCREEN_MASK_PRIORITY) putScaledPixelOnScreen(_priorityScreen, x, y, priority); if (drawMask & GFX_SCREEN_MASK_CONTROL) putScaledPixelOnScreen(_controlScreen, x, y, control); } /** * This is used to put font pixels onto the screen - we adjust differently, so that we won't * do triple pixel lines in any case on upscaled hires. That way the font will not get distorted * Sierra SCI didn't do this */ void GfxScreen::putFontPixel(int16 startingY, int16 x, int16 y, byte color) { int16 actualY = startingY + y; if (_fontIsUpscaled) { // Do not scale ourselves, but put it on the display directly putPixelOnDisplay(x, actualY, color); } else { int offset = actualY * _width + x; _visualScreen[offset] = color; switch (_upscaledHires) { case GFX_SCREEN_UPSCALED_DISABLED: _displayScreen[offset] = color; break; case GFX_SCREEN_UPSCALED_640x400: case GFX_SCREEN_UPSCALED_640x440: case GFX_SCREEN_UPSCALED_640x480: { // to 1-> 4 pixels upscaling for all of those, so that fonts won't look weird int displayOffset = (_upscaledHeightMapping[startingY] + y * 2) * _displayWidth + x * 2; _displayScreen[displayOffset] = color; _displayScreen[displayOffset + 1] = color; displayOffset += _displayWidth; _displayScreen[displayOffset] = color; _displayScreen[displayOffset + 1] = color; break; } default: putScaledPixelOnScreen(_displayScreen, x, actualY, color); break; } } } /** * This will just change a pixel directly on displayscreen. It is supposed to be * only used on upscaled-Hires games where hires content needs to get drawn ONTO * the upscaled display screen (like japanese fonts, hires portraits, etc.). */ void GfxScreen::putPixelOnDisplay(int16 x, int16 y, byte color) { int offset = y * _displayWidth + x; _displayScreen[offset] = color; } //void GfxScreen::putScaledPixelOnDisplay(int16 x, int16 y, byte color) { //} void GfxScreen::putScaledPixelOnScreen(byte *screen, int16 x, int16 y, byte data) { int displayOffset = _upscaledHeightMapping[y] * _displayWidth + _upscaledWidthMapping[x]; int heightOffsetBreak = (_upscaledHeightMapping[y + 1] - _upscaledHeightMapping[y]) * _displayWidth; int heightOffset = 0; int widthOffsetBreak = _upscaledWidthMapping[x + 1] - _upscaledWidthMapping[x]; do { int widthOffset = 0; do { screen[displayOffset + heightOffset + widthOffset] = data; widthOffset++; } while (widthOffset != widthOffsetBreak); heightOffset += _displayWidth; } while (heightOffset != heightOffsetBreak); } /** * Sierra's Bresenham line drawing. * WARNING: Do not replace this with Graphics::drawLine(), as this causes issues * with flood fill, due to small difference in the Bresenham logic. */ void GfxScreen::drawLine(Common::Point startPoint, Common::Point endPoint, byte color, byte priority, byte control) { int16 maxWidth = _width - 1; int16 maxHeight = _height - 1; // we need to clip values here, lsl3 room 620 background picture draws a line from 0, 199 t 320, 199 // otherwise we would get heap corruption. int16 left = CLIP(startPoint.x, 0, maxWidth); int16 top = CLIP(startPoint.y, 0, maxHeight); int16 right = CLIP(endPoint.x, 0, maxWidth); int16 bottom = CLIP(endPoint.y, 0, maxHeight); //set_drawing_flag byte drawMask = getDrawingMask(color, priority, control); vectorAdjustLineCoordinates(&left, &top, &right, &bottom, drawMask, color, priority, control); // horizontal line if (top == bottom) { if (right < left) SWAP(right, left); for (int i = left; i <= right; i++) vectorPutLinePixel(i, top, drawMask, color, priority, control); return; } // vertical line if (left == right) { if (top > bottom) SWAP(top, bottom); for (int i = top; i <= bottom; i++) vectorPutLinePixel(left, i, drawMask, color, priority, control); return; } // sloped line - draw with Bresenham algorithm int16 dy = bottom - top; int16 dx = right - left; int16 stepy = dy < 0 ? -1 : 1; int16 stepx = dx < 0 ? -1 : 1; dy = ABS(dy) << 1; dx = ABS(dx) << 1; // setting the 1st and last pixel vectorPutLinePixel(left, top, drawMask, color, priority, control); vectorPutLinePixel(right, bottom, drawMask, color, priority, control); // drawing the line if (dx > dy) { // going horizontal int fraction = dy - (dx >> 1); while (left != right) { if (fraction >= 0) { top += stepy; fraction -= dx; } left += stepx; fraction += dy; vectorPutLinePixel(left, top, drawMask, color, priority, control); } } else { // going vertical int fraction = dx - (dy >> 1); while (top != bottom) { if (fraction >= 0) { left += stepx; fraction -= dy; } top += stepy; fraction += dx; vectorPutLinePixel(left, top, drawMask, color, priority, control); } } } // We put hires kanji chars onto upscaled background, so we need to adjust // coordinates. Caller gives use low-res ones. void GfxScreen::putKanjiChar(Graphics::FontSJIS *commonFont, int16 x, int16 y, uint16 chr, byte color) { byte *displayPtr = _displayScreen + y * _displayWidth * 2 + x * 2; // we don't use outline, so color 0 is actually not used commonFont->drawChar(displayPtr, chr, _displayWidth, 1, color, 0, -1, -1); } byte GfxScreen::getPixelNormal(byte *screen, int16 x, int16 y) { return screen[y * _width + x]; } byte GfxScreen::getPixelUpscaled(byte *screen, int16 x, int16 y) { int16 mappedX = _upscaledWidthMapping[x]; int16 mappedY = _upscaledHeightMapping[y]; return screen[mappedY * _width + mappedX]; } int GfxScreen::bitsGetDataSize(Common::Rect rect, byte mask) { int byteCount = sizeof(rect) + sizeof(mask); int pixels = rect.width() * rect.height(); if (mask & GFX_SCREEN_MASK_VISUAL) { byteCount += pixels; // _visualScreen if (!_upscaledHires) { byteCount += pixels; // _displayScreen } else { int rectHeight = _upscaledHeightMapping[rect.bottom] - _upscaledHeightMapping[rect.top]; int rectWidth = _upscaledWidthMapping[rect.right] - _upscaledWidthMapping[rect.left]; byteCount += rectHeight * rect.width() * rectWidth; // _displayScreen (upscaled hires) } } if (mask & GFX_SCREEN_MASK_PRIORITY) { byteCount += pixels; // _priorityScreen } if (mask & GFX_SCREEN_MASK_CONTROL) { byteCount += pixels; // _controlScreen } if (mask & GFX_SCREEN_MASK_DISPLAY) { if (!_upscaledHires) error("bitsGetDataSize() called w/o being in upscaled hires mode"); byteCount += pixels; // _displayScreen (coordinates actually are given to us for hires displayScreen) } return byteCount; } void GfxScreen::bitsSave(Common::Rect rect, byte mask, byte *memoryPtr) { memcpy(memoryPtr, (void *)&rect, sizeof(rect)); memoryPtr += sizeof(rect); memcpy(memoryPtr, (void *)&mask, sizeof(mask)); memoryPtr += sizeof(mask); if (mask & GFX_SCREEN_MASK_VISUAL) { bitsSaveScreen(rect, _visualScreen, _width, memoryPtr); bitsSaveDisplayScreen(rect, memoryPtr); } if (mask & GFX_SCREEN_MASK_PRIORITY) { bitsSaveScreen(rect, _priorityScreen, _width, memoryPtr); } if (mask & GFX_SCREEN_MASK_CONTROL) { bitsSaveScreen(rect, _controlScreen, _width, memoryPtr); } if (mask & GFX_SCREEN_MASK_DISPLAY) { if (!_upscaledHires) error("bitsSave() called w/o being in upscaled hires mode"); bitsSaveScreen(rect, _displayScreen, _displayWidth, memoryPtr); } } void GfxScreen::bitsSaveScreen(Common::Rect rect, byte *screen, uint16 screenWidth, byte *&memoryPtr) { int width = rect.width(); int y; screen += (rect.top * screenWidth) + rect.left; for (y = rect.top; y < rect.bottom; y++) { memcpy(memoryPtr, (void *)screen, width); memoryPtr += width; screen += screenWidth; } } void GfxScreen::bitsSaveDisplayScreen(Common::Rect rect, byte *&memoryPtr) { byte *screen = _displayScreen; int width; int y; if (!_upscaledHires) { width = rect.width(); screen += (rect.top * _displayWidth) + rect.left; } else { screen += (_upscaledHeightMapping[rect.top] * _displayWidth) + _upscaledWidthMapping[rect.left]; width = _upscaledWidthMapping[rect.right] - _upscaledWidthMapping[rect.left]; rect.top = _upscaledHeightMapping[rect.top]; rect.bottom = _upscaledHeightMapping[rect.bottom]; } for (y = rect.top; y < rect.bottom; y++) { memcpy(memoryPtr, (void *)screen, width); memoryPtr += width; screen += _displayWidth; } } void GfxScreen::bitsGetRect(byte *memoryPtr, Common::Rect *destRect) { memcpy((void *)destRect, memoryPtr, sizeof(Common::Rect)); } void GfxScreen::bitsRestore(byte *memoryPtr) { Common::Rect rect; byte mask; memcpy((void *)&rect, memoryPtr, sizeof(rect)); memoryPtr += sizeof(rect); memcpy((void *)&mask, memoryPtr, sizeof(mask)); memoryPtr += sizeof(mask); if (mask & GFX_SCREEN_MASK_VISUAL) { bitsRestoreScreen(rect, memoryPtr, _visualScreen, _width); bitsRestoreDisplayScreen(rect, memoryPtr); } if (mask & GFX_SCREEN_MASK_PRIORITY) { bitsRestoreScreen(rect, memoryPtr, _priorityScreen, _width); } if (mask & GFX_SCREEN_MASK_CONTROL) { bitsRestoreScreen(rect, memoryPtr, _controlScreen, _width); } if (mask & GFX_SCREEN_MASK_DISPLAY) { if (!_upscaledHires) error("bitsRestore() called w/o being in upscaled hires mode"); bitsRestoreScreen(rect, memoryPtr, _displayScreen, _displayWidth); // WORKAROUND - we are not sure what sierra is doing. If we don't do this here, portraits won't get fully removed // from screen. Some lowres showBits() call is used for that and it's not covering the whole area // We would need to find out inside the kq6 windows interpreter, but this here works already and seems not to have // any side-effects. The whole hires is hacked into the interpreter, so maybe this is even right. copyDisplayRectToScreen(rect); } } void GfxScreen::bitsRestoreScreen(Common::Rect rect, byte *&memoryPtr, byte *screen, uint16 screenWidth) { int width = rect.width(); int y; screen += (rect.top * screenWidth) + rect.left; for (y = rect.top; y < rect.bottom; y++) { memcpy((void *) screen, memoryPtr, width); memoryPtr += width; screen += screenWidth; } } void GfxScreen::bitsRestoreDisplayScreen(Common::Rect rect, byte *&memoryPtr) { byte *screen = _displayScreen; int width; int y; if (!_upscaledHires) { screen += (rect.top * _displayWidth) + rect.left; width = rect.width(); } else { screen += (_upscaledHeightMapping[rect.top] * _displayWidth) + _upscaledWidthMapping[rect.left]; width = _upscaledWidthMapping[rect.right] - _upscaledWidthMapping[rect.left]; rect.top = _upscaledHeightMapping[rect.top]; rect.bottom = _upscaledHeightMapping[rect.bottom]; } for (y = rect.top; y < rect.bottom; y++) { memcpy((void *) screen, memoryPtr, width); memoryPtr += width; screen += _displayWidth; } } void GfxScreen::setVerticalShakePos(uint16 shakePos) { if (!_upscaledHires) g_system->setShakePos(shakePos); else g_system->setShakePos(_upscaledHeightMapping[shakePos]); } void GfxScreen::kernelShakeScreen(uint16 shakeCount, uint16 directions) { while (shakeCount--) { if (directions & SCI_SHAKE_DIRECTION_VERTICAL) setVerticalShakePos(10); // TODO: horizontal shakes g_system->updateScreen(); g_sci->getEngineState()->wait(3); if (directions & SCI_SHAKE_DIRECTION_VERTICAL) setVerticalShakePos(0); g_system->updateScreen(); g_sci->getEngineState()->wait(3); } } void GfxScreen::dither(bool addToFlag) { int y, x; byte color, ditheredColor; byte *visualPtr = _visualScreen; byte *displayPtr = _displayScreen; if (!_unditheringEnabled) { // Do dithering on visual and display-screen for (y = 0; y < _height; y++) { for (x = 0; x < _width; x++) { color = *visualPtr; if (color & 0xF0) { color ^= color << 4; color = ((x^y) & 1) ? color >> 4 : color & 0x0F; switch (_upscaledHires) { case GFX_SCREEN_UPSCALED_DISABLED: case GFX_SCREEN_UPSCALED_480x300: *displayPtr = color; break; default: putScaledPixelOnScreen(_displayScreen, x, y, color); break; } *visualPtr = color; } visualPtr++; displayPtr++; } } } else { if (!addToFlag) memset(&_ditheredPicColors, 0, sizeof(_ditheredPicColors)); // Do dithering on visual screen and put decoded but undithered byte onto display-screen for (y = 0; y < _height; y++) { for (x = 0; x < _width; x++) { color = *visualPtr; if (color & 0xF0) { color ^= color << 4; // remember dither combination for cel-undithering _ditheredPicColors[color]++; // if decoded color wants do dither with black on left side, we turn it around // otherwise the normal ega color would get used for display if (color & 0xF0) { ditheredColor = color; } else { ditheredColor = color << 4; } switch (_upscaledHires) { case GFX_SCREEN_UPSCALED_DISABLED: case GFX_SCREEN_UPSCALED_480x300: *displayPtr = ditheredColor; break; default: putScaledPixelOnScreen(_displayScreen, x, y, ditheredColor); break; } color = ((x^y) & 1) ? color >> 4 : color & 0x0F; *visualPtr = color; } visualPtr++; displayPtr++; } } } } void GfxScreen::ditherForceDitheredColor(byte color) { _ditheredPicColors[color] = 256; } void GfxScreen::enableUndithering(bool flag) { _unditheringEnabled = flag; } int16 *GfxScreen::unditherGetDitheredBgColors() { if (_unditheringEnabled) return _ditheredPicColors; else return NULL; } void GfxScreen::debugShowMap(int mapNo) { // We cannot really support changing maps when display screen has a different resolution than visual screen if ((_width != _displayWidth) || (_height != _displayHeight)) return; switch (mapNo) { case 0: _activeScreen = _visualScreen; break; case 1: _activeScreen = _priorityScreen; break; case 2: _activeScreen = _controlScreen; break; case 3: _activeScreen = _displayScreen; break; } copyToScreen(); } void GfxScreen::scale2x(const byte *src, byte *dst, int16 srcWidth, int16 srcHeight, byte bytesPerPixel) { assert(bytesPerPixel == 1 || bytesPerPixel == 2); const int newWidth = srcWidth * 2; const int pitch = newWidth * bytesPerPixel; const byte *srcPtr = src; if (bytesPerPixel == 1) { for (int y = 0; y < srcHeight; y++) { for (int x = 0; x < srcWidth; x++) { const byte color = *srcPtr++; dst[0] = color; dst[1] = color; dst[newWidth] = color; dst[newWidth + 1] = color; dst += 2; } dst += newWidth; } } else if (bytesPerPixel == 2) { for (int y = 0; y < srcHeight; y++) { for (int x = 0; x < srcWidth; x++) { const byte color = *srcPtr++; const byte color2 = *srcPtr++; dst[0] = color; dst[1] = color2; dst[2] = color; dst[3] = color2; dst[pitch] = color; dst[pitch + 1] = color2; dst[pitch + 2] = color; dst[pitch + 3] = color2; dst += 4; } dst += pitch; } } } struct UpScaledAdjust { GfxScreenUpscaledMode gameHiresMode; Sci32ViewNativeResolution viewNativeRes; int numerator; int denominator; }; static const UpScaledAdjust s_upscaledAdjustTable[] = { { GFX_SCREEN_UPSCALED_640x480, SCI_VIEW_NATIVERES_640x400, 5, 6 } }; void GfxScreen::adjustToUpscaledCoordinates(int16 &y, int16 &x, Sci32ViewNativeResolution viewNativeRes) { x = _upscaledWidthMapping[x]; y = _upscaledHeightMapping[y]; for (int i = 0; i < ARRAYSIZE(s_upscaledAdjustTable); i++) { if (s_upscaledAdjustTable[i].gameHiresMode == _upscaledHires && s_upscaledAdjustTable[i].viewNativeRes == viewNativeRes) { y = (y * s_upscaledAdjustTable[i].numerator) / s_upscaledAdjustTable[i].denominator; break; } } } void GfxScreen::adjustBackUpscaledCoordinates(int16 &y, int16 &x, Sci32ViewNativeResolution viewNativeRes) { for (int i = 0; i < ARRAYSIZE(s_upscaledAdjustTable); i++) { if (s_upscaledAdjustTable[i].gameHiresMode == _upscaledHires && s_upscaledAdjustTable[i].viewNativeRes == viewNativeRes) { y = (y * s_upscaledAdjustTable[i].denominator) / s_upscaledAdjustTable[i].numerator; break; } } switch (_upscaledHires) { case GFX_SCREEN_UPSCALED_480x300: x = (x * 4) / 6; y = (y * 4) / 6; break; case GFX_SCREEN_UPSCALED_640x400: x /= 2; y /= 2; break; case GFX_SCREEN_UPSCALED_640x440: x /= 2; y = (y * 5) / 11; break; case GFX_SCREEN_UPSCALED_640x480: x /= 2; y = (y * 5) / 12; default: break; } } int16 GfxScreen::kernelPicNotValid(int16 newPicNotValid) { int16 oldPicNotValid; if (getSciVersion() >= SCI_VERSION_1_1) { oldPicNotValid = _picNotValidSci11; if (newPicNotValid != -1) _picNotValidSci11 = newPicNotValid; } else { oldPicNotValid = _picNotValid; if (newPicNotValid != -1) _picNotValid = newPicNotValid; } return oldPicNotValid; } } // End of namespace Sci