/* 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 "sherlock/screen.h" #include "sherlock/sherlock.h" #include "common/system.h" #include "common/util.h" #include "graphics/palette.h" namespace Sherlock { Screen::Screen(SherlockEngine *vm) : Surface(SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), _vm(vm), _backBuffer1(SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), _backBuffer2(SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), _backBuffer(&_backBuffer1) { _transitionSeed = 1; _fadeStyle = false; _font = nullptr; _fontHeight = 0; Common::fill(&_cMap[0], &_cMap[PALETTE_SIZE], 0); Common::fill(&_sMap[0], &_sMap[PALETTE_SIZE], 0); setFont(1); // Set dummy surface used for restricted scene drawing _sceneSurface.format = Graphics::PixelFormat::createFormatCLUT8(); _sceneSurface.pitch = SHERLOCK_SCREEN_WIDTH; } Screen::~Screen() { delete _font; } /** * Set the font to use for writing text on the screen */ void Screen::setFont(int fontNumb) { // Interactive demo doesn't use fonts if (!_vm->_interactiveFl) return; _fontNumber = fontNumb; Common::String fname = Common::String::format("FONT%d.VGS", fontNumb + 1); // Discard any previous font and read in new one delete _font; _font = new ImageFile(fname); // Iterate through the frames to find the tallest font character _fontHeight = 0; for (uint idx = 0; idx < _font->size(); ++idx) _fontHeight = MAX((uint16)_fontHeight, (*_font)[idx]._frame.h); } /** * Handles updating any dirty areas of the screen Surface object to the physical screen */ void Screen::update() { // Merge the dirty rects mergeDirtyRects(); // Loop through copying dirty areas to the physical screen Common::List::iterator i; for (i = _dirtyRects.begin(); i != _dirtyRects.end(); ++i) { const Common::Rect &r = *i; const byte *srcP = (const byte *)getBasePtr(r.left, r.top); g_system->copyRectToScreen(srcP, this->pitch, r.left, r.top, r.width(), r.height()); } // Signal the physical screen to update g_system->updateScreen(); _dirtyRects.clear(); } /** * Return the currently active palette */ void Screen::getPalette(byte palette[PALETTE_SIZE]) { g_system->getPaletteManager()->grabPalette(palette, 0, PALETTE_COUNT); } /** * Set the palette */ void Screen::setPalette(const byte palette[PALETTE_SIZE]) { g_system->getPaletteManager()->setPalette(palette, 0, PALETTE_COUNT); } /** * Fades from the currently active palette to the passed palette */ int Screen::equalizePalette(const byte palette[PALETTE_SIZE]) { int total = 0; byte tempPalette[PALETTE_SIZE]; getPalette(tempPalette); // For any palette component that doesn't already match the given destination // palette, change by 1 towards the reference palette component for (int idx = 0; idx < PALETTE_SIZE; ++idx) { if (tempPalette[idx] > palette[idx]) { tempPalette[idx] = MAX((int)palette[idx], (int)tempPalette[idx] - 4); ++total; } else if (tempPalette[idx] < palette[idx]) { tempPalette[idx] = MIN((int)palette[idx], (int)tempPalette[idx] + 4); ++total; } } if (total > 0) // Palette changed, so reload it setPalette(tempPalette); return total; } /** * Fade out the palette to black */ void Screen::fadeToBlack(int speed) { byte tempPalette[PALETTE_SIZE]; Common::fill(&tempPalette[0], &tempPalette[PALETTE_SIZE], 0); while (equalizePalette(tempPalette)) { _vm->_events->delay(15 * speed); } setPalette(tempPalette); fillRect(Common::Rect(0, 0, this->w, this->h), 0); } /** * Fade in a given palette */ void Screen::fadeIn(const byte palette[PALETTE_SIZE], int speed) { int count = 50; while (equalizePalette(palette) && --count) { _vm->_events->delay(15 * speed); } setPalette(palette); } /** * Adds a rectangle to the list of modified areas of the screen during the * current frame */ void Screen::addDirtyRect(const Common::Rect &r) { _dirtyRects.push_back(r); assert(r.width() > 0 && r.height() > 0); } /** * Merges together overlapping dirty areas of the screen */ void Screen::mergeDirtyRects() { Common::List::iterator rOuter, rInner; // Process the dirty rect list to find any rects to merge for (rOuter = _dirtyRects.begin(); rOuter != _dirtyRects.end(); ++rOuter) { rInner = rOuter; while (++rInner != _dirtyRects.end()) { if ((*rOuter).intersects(*rInner)) { // these two rectangles overlap or // are next to each other - merge them unionRectangle(*rOuter, *rOuter, *rInner); // remove the inner rect from the list _dirtyRects.erase(rInner); // move back to beginning of list rInner = rOuter; } } } } /** * Returns the union of two dirty area rectangles */ bool Screen::unionRectangle(Common::Rect &destRect, const Common::Rect &src1, const Common::Rect &src2) { destRect = src1; destRect.extend(src2); return !destRect.isEmpty(); } /** * Do a random pixel transition in from _backBuffer surface to the screen */ void Screen::randomTransition() { Events &events = *_vm->_events; const int TRANSITION_MULTIPLIER = 0x15a4e35; _dirtyRects.clear(); for (int idx = 0; idx <= 65535 && !_vm->shouldQuit(); ++idx) { _transitionSeed = _transitionSeed * TRANSITION_MULTIPLIER + 1; int offset = _transitionSeed & 0xFFFF; if (offset < (SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCREEN_HEIGHT)) *((byte *)getPixels() + offset) = *((const byte *)_backBuffer->getPixels() + offset); if (idx != 0 && (idx % 300) == 0) { // Ensure there's a full screen dirty rect for the next frame update if (_dirtyRects.empty()) addDirtyRect(Common::Rect(0, 0, this->w, this->h)); events.pollEvents(); events.delay(1); } } // Make sure everything has been transferred blitFrom(*_backBuffer); } /** * Transition to the surface from _backBuffer using a vertical transition */ void Screen::verticalTransition() { Events &events = *_vm->_events; byte table[SHERLOCK_SCREEN_WIDTH]; Common::fill(&table[0], &table[SHERLOCK_SCREEN_WIDTH], 0); for (int yp = 0; yp < SHERLOCK_SCREEN_HEIGHT; ++yp) { for (int xp = 0; xp < SHERLOCK_SCREEN_WIDTH; ++xp) { int temp = (table[xp] >= 197) ? SHERLOCK_SCREEN_HEIGHT - table[xp] : _vm->getRandomNumber(3) + 1; if (temp) { blitFrom(_backBuffer1, Common::Point(xp, table[xp]), Common::Rect(xp, table[xp], xp + 1, table[xp] + temp)); table[xp] += temp; } } events.delay(10); } } /** * Copies a section of the second back buffer into the main back buffer */ void Screen::restoreBackground(const Common::Rect &r) { if (r.width() > 0 && r.height() > 0) { Common::Rect tempRect = r; tempRect.clip(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT)); if (tempRect.isValidRect()) _backBuffer1.blitFrom(_backBuffer2, Common::Point(tempRect.left, tempRect.top), tempRect); } } /** * Copies a given area to the screen */ void Screen::slamArea(int16 xp, int16 yp, int16 width, int16 height) { slamRect(Common::Rect(xp, yp, xp + width, yp + height)); } /** * Copies a given area to the screen */ void Screen::slamRect(const Common::Rect &r) { if (r.width() && r.height() > 0) { Common::Rect tempRect = r; tempRect.clip(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); if (tempRect.isValidRect()) blitFrom(*_backBuffer, Common::Point(tempRect.left, tempRect.top), tempRect); } } /** * Copy an image from the back buffer to the screen, taking care of both the * new area covered by the shape as well as the old area, which must be restored */ void Screen::flushImage(ImageFrame *frame, const Common::Point &pt, int16 *xp, int16 *yp, int16 *width, int16 *height) { Common::Point imgPos = pt + frame->_offset; Common::Rect newBounds(imgPos.x, imgPos.y, imgPos.x + frame->_frame.w, imgPos.y + frame->_frame.h); Common::Rect oldBounds(*xp, *yp, *xp + *width, *yp + *height); // See if the areas of the old and new overlap, and if so combine the areas if (newBounds.intersects(oldBounds)) { Common::Rect mergedBounds = newBounds; mergedBounds.extend(oldBounds); mergedBounds.right += 1; mergedBounds.bottom += 1; slamRect(mergedBounds); } else { // The two areas are independent, so copy them both slamRect(newBounds); slamRect(oldBounds); } *xp = newBounds.left; *yp = newBounds.top; *width = newBounds.width(); *height = newBounds.height(); } /** * Prints the text passed onto the back buffer at the given position and color. * The string is then blitted to the screen */ void Screen::print(const Common::Point &pt, byte color, const char *formatStr, ...) { // Create the string to display char buffer[100]; va_list args; va_start(args, formatStr); vsprintf(buffer, formatStr, args); va_end(args); Common::String str(buffer); // Figure out area to draw text in Common::Point pos = pt; int width = stringWidth(str); pos.y--; // Font is always drawing one line higher if (!pos.x) // Center text horizontally pos.x = (SHERLOCK_SCREEN_WIDTH - width) / 2; Common::Rect textBounds(pos.x, pos.y, pos.x + width, pos.y + _fontHeight); if (textBounds.right > SHERLOCK_SCREEN_WIDTH) textBounds.moveTo(SHERLOCK_SCREEN_WIDTH - width, textBounds.top); if (textBounds.bottom > SHERLOCK_SCREEN_HEIGHT) textBounds.moveTo(textBounds.left, SHERLOCK_SCREEN_HEIGHT - _fontHeight); // Write out the string at the given position writeString(str, Common::Point(textBounds.left, textBounds.top), color); // Copy the affected area to the screen slamRect(textBounds); } /** * Print a strings onto the back buffer without blitting it to the screen */ void Screen::gPrint(const Common::Point &pt, byte color, const char *formatStr, ...) { // Create the string to display char buffer[100]; va_list args; va_start(args, formatStr); vsprintf(buffer, formatStr, args); va_end(args); Common::String str(buffer); // Print the text writeString(str, pt, color); } /** * Returns the width of a string in pixels */ int Screen::stringWidth(const Common::String &str) { int width = 0; for (const char *c = str.c_str(); *c; ++c) width += charWidth(*c); return width; } /** * Returns the width of a character in pixels */ int Screen::charWidth(char c) { if (c == ' ') return 5; else if (c > ' ' && c <= '~') return (*_font)[c - 33]._frame.w + 1; else return 0; } /** * Draws the given string into the back buffer using the images stored in _font */ void Screen::writeString(const Common::String &str, const Common::Point &pt, byte color) { Common::Point charPos = pt; for (const char *c = str.c_str(); *c; ++c) { if (*c == ' ') charPos.x += 5; else { assert(*c > ' ' && *c <= '~'); ImageFrame &frame = (*_font)[*c - 33]; _backBuffer->transBlitFrom(frame, charPos, false, color); charPos.x += frame._frame.w + 1; } } } /** * Fills an area on the back buffer, and then copies it to the screen */ void Screen::vgaBar(const Common::Rect &r, int color) { _backBuffer->fillRect(r, color); slamRect(r); } /** * Draws a button for use in the inventory, talk, and examine dialogs. */ void Screen::makeButton(const Common::Rect &bounds, int textX, const Common::String &str) { Surface &bb = *_backBuffer; bb.fillRect(Common::Rect(bounds.left, bounds.top, bounds.right, bounds.top + 1), BUTTON_TOP); bb.fillRect(Common::Rect(bounds.left, bounds.top, bounds.left + 1, bounds.bottom), BUTTON_TOP); bb.fillRect(Common::Rect(bounds.right - 1, bounds.top, bounds.right, bounds.bottom), BUTTON_BOTTOM); bb.fillRect(Common::Rect(bounds.left + 1, bounds.bottom - 1, bounds.right, bounds.bottom), BUTTON_BOTTOM); bb.fillRect(Common::Rect(bounds.left + 1, bounds.top + 1, bounds.right - 1, bounds.bottom - 1), BUTTON_MIDDLE); gPrint(Common::Point(textX, bounds.top), COMMAND_HIGHLIGHTED, "%c", str[0]); gPrint(Common::Point(textX + charWidth(str[0]), bounds.top), COMMAND_FOREGROUND, "%s", str.c_str() + 1); } /** * Prints an interface command with the first letter highlighted to indicate * what keyboard shortcut is associated with it */ void Screen::buttonPrint(const Common::Point &pt, byte color, bool slamIt, const Common::String &str) { int xStart = pt.x - stringWidth(str) / 2; if (color == COMMAND_FOREGROUND) { // First character needs to be highlighted if (slamIt) { print(Common::Point(xStart, pt.y + 1), COMMAND_HIGHLIGHTED, "%c", str[0]); print(Common::Point(xStart + charWidth(str[0]), pt.y + 1), COMMAND_FOREGROUND, str.c_str() + 1); } else { gPrint(Common::Point(xStart, pt.y), COMMAND_HIGHLIGHTED, "%c", str[0]); gPrint(Common::Point(xStart + charWidth(str[0]), pt.y), COMMAND_FOREGROUND, str.c_str() + 1); } } else if (slamIt) { print(Common::Point(xStart, pt.y + 1), color, str.c_str()); } else { gPrint(Common::Point(xStart, pt.y), color, str.c_str()); } } /** * Draw a panel in the back buffer with a raised area effect around the edges */ void Screen::makePanel(const Common::Rect &r) { _backBuffer->fillRect(r, BUTTON_MIDDLE); _backBuffer->hLine(r.left, r.top, r.right - 2, BUTTON_TOP); _backBuffer->hLine(r.left + 1, r.top + 1, r.right - 3, BUTTON_TOP); _backBuffer->vLine(r.left, r.top, r.bottom - 1, BUTTON_TOP); _backBuffer->vLine(r.left + 1, r.top + 1, r.bottom - 2, BUTTON_TOP); _backBuffer->vLine(r.right - 1, r.top, r.bottom - 1, BUTTON_BOTTOM); _backBuffer->vLine(r.right - 2, r.top + 1, r.bottom - 2, BUTTON_BOTTOM); _backBuffer->hLine(r.left, r.bottom - 1, r.right - 1, BUTTON_BOTTOM); _backBuffer->hLine(r.left + 1, r.bottom - 2, r.right - 1, BUTTON_BOTTOM); } /** * Draw a field in the back buffer with a raised area effect around the edges, * suitable for text input. */ void Screen::makeField(const Common::Rect &r) { _backBuffer->fillRect(r, BUTTON_MIDDLE); _backBuffer->hLine(r.left, r.top, r.right - 1, BUTTON_BOTTOM); _backBuffer->hLine(r.left + 1, r.bottom - 1, r.right - 1, BUTTON_TOP); _backBuffer->vLine(r.left, r.top + 1, r.bottom - 1, BUTTON_BOTTOM); _backBuffer->vLine(r.right - 1, r.top + 1, r.bottom - 2, BUTTON_TOP); } /** * Sets the active back buffer pointer to a restricted sub-area of the first back buffer */ void Screen::setDisplayBounds(const Common::Rect &r) { assert(r.left == 0 && r.top == 0); _sceneSurface.setPixels(_backBuffer1.getPixels()); _sceneSurface.w = r.width(); _sceneSurface.h = r.height(); _backBuffer = &_sceneSurface; } /** * Resets the active buffer pointer to point back to the full first back buffer */ void Screen::resetDisplayBounds() { _backBuffer = &_backBuffer1; } /** * Return the size of the current display window */ Common::Rect Screen::getDisplayBounds() { return (_backBuffer == &_sceneSurface) ? Common::Rect(0, 0, _sceneSurface.w, _sceneSurface.h) : Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT); } /** * Synchronize the data for a savegame */ void Screen::synchronize(Common::Serializer &s) { int fontNumb = _fontNumber; s.syncAsByte(fontNumb); if (s.isLoading()) setFont(fontNumb); } } // End of namespace Sherlock