/* 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 "startrek/common.h" #include "startrek/graphics.h" #include "common/algorithm.h" #include "common/config-manager.h" #include "common/events.h" #include "common/rendermode.h" #include "graphics/cursorman.h" #include "graphics/palette.h" #include "graphics/surface.h" namespace StarTrek { Graphics::Graphics(StarTrekEngine *vm) : _vm(vm), _egaMode(false) { _font = nullptr; _egaData = nullptr; _lutData = nullptr; _screenRect = Common::Rect(SCREEN_WIDTH, SCREEN_HEIGHT); if (ConfMan.hasKey("render_mode")) _egaMode = (Common::parseRenderMode(ConfMan.get("render_mode").c_str()) == Common::kRenderEGA) && (_vm->getGameType() != GType_STJR) && !(_vm->getFeatures() & GF_DEMO); if (_vm->getGameType() == GType_ST25 && _vm->getPlatform() == Common::kPlatformDOS) _font = new Font(_vm); _numSprites = 0; _pushedNumSprites = -1; _palData = new byte[256 * 3]; _lutData = new byte[256 * 3]; memset(_palData, 0, 256 * 3); memset(_lutData, 0, 256 * 3); _paletteFadeLevel = 0; _mouseLocked = false; _mouseToBeShown = false; _mouseToBeHidden = false; _mouseWarpX = -1; _mouseWarpY = -1; setMouseBitmap(loadBitmap("pushbtn")); CursorMan.showMouse(true); } Graphics::~Graphics() { delete[] _egaData; delete _font; } void Graphics::setBackgroundImage(SharedPtr bitmap) { _backgroundImage = bitmap; } /** * Note: this doesn't flush the palette to the screen (must call "setPaletteFadeLevel") */ void Graphics::loadPalette(const Common::String &paletteName) { // Set the palette from a PAL file Common::String palFile = paletteName + ".PAL"; Common::String lutFile = paletteName + ".LUT"; SharedPtr palStream = _vm->loadFile(palFile.c_str()); palStream->read(_palData, 256 * 3); // Load LUT file SharedPtr lutStream = _vm->loadFile(lutFile.c_str()); lutStream->read(_lutData, 256); } void Graphics::fadeinScreen() { while (_paletteFadeLevel <= 100) { TrekEvent event; do { if (!_vm->popNextEvent(&event)) continue; } while (event.type != TREKEVENT_TICK); setPaletteFadeLevel(_palData, _paletteFadeLevel); _paletteFadeLevel += 10; } _paletteFadeLevel = 100; } void Graphics::fadeoutScreen() { while (_paletteFadeLevel >= 0) { TrekEvent event; do { if (!_vm->popNextEvent(&event)) continue; } while (event.type != TREKEVENT_TICK); setPaletteFadeLevel(_palData, _paletteFadeLevel); _paletteFadeLevel -= 10; } _paletteFadeLevel = 0; } /** * This flushes the palette to the screen. fadeLevel ranges from 0-100. */ void Graphics::setPaletteFadeLevel(byte *palData, int fadeLevel) { byte palBuffer[256 * 3]; int multiplier = (fadeLevel << 8) / 100; for (uint16 i = 0; i < 256 * 3; i++) { palBuffer[i] = (palData[i] * multiplier) >> 8; // Expand color components if (_vm->getPlatform() == Common::kPlatformDOS || _vm->getPlatform() == Common::kPlatformMacintosh) palBuffer[i] <<= 2; } _vm->_system->getPaletteManager()->setPalette(palBuffer, 0, 256); // FIXME: this isn't supposed to flush changes to graphics, only palettes. // Might not matter... _vm->_system->updateScreen(); } void Graphics::incPaletteFadeLevel() { if (_paletteFadeLevel < 100) { _paletteFadeLevel += 10; setPaletteFadeLevel(_palData, _paletteFadeLevel); } } void Graphics::decPaletteFadeLevel() { if (_paletteFadeLevel > 0) { _paletteFadeLevel -= 10; setPaletteFadeLevel(_palData, _paletteFadeLevel); } } void Graphics::loadPri(const Common::String &priFile) { SharedPtr priStream = _vm->loadFile(priFile + ".pri"); priStream->read(_priData, SCREEN_WIDTH * SCREEN_HEIGHT / 2); } void Graphics::clearPri() { memset(_priData, 0, sizeof(_priData)); } byte Graphics::getPriValue(int x, int y) { assert(_screenRect.contains(x, y)); int priOffset = y * SCREEN_WIDTH + x; byte b = _priData[priOffset / 2]; if ((priOffset % 2) == 1) return b & 0xf; else return b >> 4; } SharedPtr Graphics::loadBitmap(Common::String basename) { return SharedPtr(new Bitmap(_vm->loadFile(basename + ".BMP"))); } Common::Point Graphics::getMousePos() { if (_mouseWarpX != -1) return Common::Point(_mouseWarpX, _mouseWarpY); return _vm->_system->getEventManager()->getMousePos(); } /** * The change to the mouse's bitmap won't take effect until drawAllSprites is called * again. */ void Graphics::setMouseBitmap(SharedPtr bitmap) { _mouseBitmap = bitmap; if (_mouseLocked) _lockedMouseSprite.setBitmap(_mouseBitmap); } /** * This function is a workaround for when the mouse position needs to be locked in a set * position (used in the action menu). This only affects the position it is drawn at; the * sprite's "real" position is still updated normally. * * This does not call updateScreen. */ void Graphics::lockMousePosition(int16 x, int16 y) { if (_mouseLocked) { if (x != _lockedMouseSprite.pos.x || y != _lockedMouseSprite.pos.y) { _lockedMouseSprite.pos.x = x; _lockedMouseSprite.pos.y = y; _lockedMouseSprite.bitmapChanged = true; } return; } _mouseLocked = true; _mouseToBeHidden = true; _mouseToBeShown = false; _lockedMouseSprite = Sprite(); _lockedMouseSprite.setBitmap(_mouseBitmap); _lockedMouseSprite.drawPriority = 15; _lockedMouseSprite.drawPriority2 = 16; _lockedMouseSprite.pos.x = x; _lockedMouseSprite.pos.y = y; addSprite(&_lockedMouseSprite); } void Graphics::unlockMousePosition() { if (!_mouseLocked) return; _mouseLocked = false; _mouseToBeShown = true; _mouseToBeHidden = false; _lockedMouseSprite.dontDrawNextFrame(); drawAllSprites(false); delSprite(&_lockedMouseSprite); } SharedPtr Graphics::getMouseBitmap() { return _mouseBitmap; } void Graphics::warpMouse(int16 x, int16 y) { _mouseWarpX = x; _mouseWarpY = y; } void Graphics::drawSprite(const Sprite &sprite, ::Graphics::Surface *surface) { int left = sprite.drawX; int top = sprite.drawY; int right = left + sprite.bitmap->width; int bottom = top + sprite.bitmap->height; drawSprite(sprite, surface, Common::Rect(left, top, right, bottom)); } // rect is the portion of the sprite to update. It must be entirely contained within the // sprite's actual, full rectangle. void Graphics::drawSprite(const Sprite &sprite, ::Graphics::Surface *surface, const Common::Rect &rect) { Common::Rect spriteRect = Common::Rect(sprite.drawX, sprite.drawY, sprite.drawX+sprite.bitmap->width, sprite.drawY+sprite.bitmap->height); assert(_screenRect.contains(rect)); assert(spriteRect.contains(rect)); byte *dest = (byte*)surface->getPixels() + rect.top*SCREEN_WIDTH + rect.left; switch(sprite.drawMode) { case 0: { // Normal sprite byte *src = sprite.bitmap->pixels + (rect.left - sprite.drawX) + (rect.top - sprite.drawY) * sprite.bitmap->width; int priOffset = rect.top*SCREEN_WIDTH + rect.left; for (int y = rect.top; y < rect.bottom; y++) { for (int x = rect.left; x < rect.right; x++) { byte priByte = _priData[priOffset / 2]; byte bgPriority; if ((priOffset % 2) == 1) bgPriority = priByte & 0xf; else bgPriority = priByte >> 4; priOffset++; byte b = *src++; if (b == 0 || sprite.drawPriority < bgPriority) { dest++; continue; } *dest++ = b; } src += sprite.bitmap->width - rect.width(); dest += SCREEN_WIDTH - rect.width(); priOffset += SCREEN_WIDTH - rect.width(); } break; } case 1: // Invisible break; case 2: { // Normal sprite with darkened background for "transparent" pixels (and no priority) byte *src = sprite.bitmap->pixels + (rect.left - sprite.drawX) + (rect.top - sprite.drawY) * sprite.bitmap->width; for (int y = rect.top; y < rect.bottom; y++) { for (int x = rect.left; x < rect.right; x++) { byte b = *src; if (b == 0) // Transparent (darken the pixel) *dest = _lutData[*dest]; else // Solid color *dest = b; src++; dest++; } src += sprite.bitmap->width - rect.width(); dest += SCREEN_WIDTH - rect.width(); } break; } case 3: { // Text // The sprite's "bitmap" is not actually a bitmap, but instead the list of // characters to display. // Units of this rect are "characters" instead of pixels. This contains all // characters to be drawn. Common::Rect rectangle1; rectangle1.left = (rect.left - sprite.drawX) / 8; rectangle1.top = (rect.top - sprite.drawY) / 8; rectangle1.right = (rect.right - sprite.drawX + 7) / 8; rectangle1.bottom = (rect.bottom - sprite.drawY + 7) / 8; int drawWidth = rectangle1.width(); int drawHeight = rectangle1.height(); dest = (byte*)surface->getPixels() + sprite.drawY*SCREEN_WIDTH + sprite.drawX + rectangle1.top*8*SCREEN_WIDTH + rectangle1.left*8; byte *src = sprite.bitmap->pixels + rectangle1.top * sprite.bitmap->width / 8 + rectangle1.left; for (int y=0; y < drawHeight; y++) { for (int x=0; x < drawWidth; x++) { byte c = *src; int textColor; if (c >= 0x10 && c <= 0x1A) // Border characters textColor = 0xb3; else textColor = sprite.textColor; byte *fontData = _font->getCharData(c); for (int i = 0; i < 8; i++) { for (int j = 0; j < 8; j++) { byte b = *fontData; if (b == 0) // Transparent: use lookup table to darken this pixel *dest = _lutData[*dest]; else if (b == 0x78) // Inner part of character *dest = textColor; else // Outline of character *dest = b; fontData++; dest++; } dest += SCREEN_WIDTH - 8; } dest -= (SCREEN_WIDTH * 8 - 8); src++; } src += (sprite.bitmap->width / 8) - drawWidth; dest += (SCREEN_WIDTH * 8) - drawWidth * 8; } break; } default: error("drawSprite: draw mode %d invalid", sprite.drawMode); break; } } /** * Compare 2 sprites for the purpose of sorting them by layer before drawing. * FIXME: Original returned an int, not a bool. This may affect the stability of the sort... */ bool compareSpritesByLayer(Sprite *s1, Sprite *s2) { if (s1->drawPriority != s2->drawPriority) return s1->drawPriority < s2->drawPriority; if (s1->drawPriority2 != s2->drawPriority2) return s1->drawPriority2 < s2->drawPriority2; if (s1->pos.y != s2->pos.y) return s1->pos.y < s2->pos.y; return s1->pos.x < s2->pos.x; } void Graphics::drawAllSprites(bool updateScreen) { // TODO: different video modes? if (_numSprites == 0) return; // Sort sprites by layer Common::sort(_sprites, _sprites + _numSprites, &compareSpritesByLayer); // Update sprite rectangles for (int i=0; i<_numSprites; i++) { Sprite *spr = _sprites[i]; Common::Rect rect; rect.left = spr->pos.x - spr->bitmap->xoffset; rect.top = spr->pos.y - spr->bitmap->yoffset; rect.right = rect.left + spr->bitmap->width; rect.bottom = rect.top + spr->bitmap->height; spr->drawX = rect.left; spr->drawY = rect.top; spr->drawRect = rect.findIntersectingRect(_screenRect); if (!spr->drawRect.isEmpty()) { // At least partly on-screen if (spr->lastDrawRect.left < spr->lastDrawRect.right) { // If the sprite's position is close to where it was last time it was // drawn, combine the two rectangles and redraw that whole section. // Otherwise, redraw the old position and current position separately. rect = spr->drawRect.findIntersectingRect(spr->lastDrawRect); if (rect.isEmpty()) spr->rect2Valid = 0; else { spr->rectangle2 = getRectEncompassing(spr->drawRect, spr->lastDrawRect); spr->rect2Valid = 1; } } else { spr->rectangle2 = spr->drawRect; spr->rect2Valid = 1; } spr->isOnScreen = 1; } else { // Off-screen spr->rect2Valid = 0; spr->isOnScreen = 0; } } // Determine what portions of the screen need to be updated Common::Rect dirtyRects[MAX_SPRITES * 2]; int numDirtyRects = 0; for (int i = 0; i < _numSprites; i++) { Sprite *spr = _sprites[i]; if (spr->bitmapChanged) { if (spr->isOnScreen) { if (spr->rect2Valid) { dirtyRects[numDirtyRects++] = spr->rectangle2; } else { dirtyRects[numDirtyRects++] = spr->drawRect; dirtyRects[numDirtyRects++] = spr->lastDrawRect; } } else { dirtyRects[numDirtyRects++] = spr->lastDrawRect; } } } // Redraw the background on every dirty rectangle const ::Graphics::PixelFormat format = ::Graphics::PixelFormat::createFormatCLUT8(); ::Graphics::Surface surface; surface.create(SCREEN_WIDTH, SCREEN_HEIGHT, format); for (int i = 0; i < numDirtyRects; i++) { Common::Rect &r = dirtyRects[i]; if (r.width() == 0 || r.height() == 0) continue; int offset = r.top * SCREEN_WIDTH + r.left; surface.copyRectToSurface(_backgroundImage->pixels + offset, SCREEN_WIDTH, r.left, r.top, r.width(), r.height()); } // For each sprite, merge the rectangles that overlap with it and redraw the sprite. for (int i = 0; i < _numSprites; i++) { Sprite *spr = _sprites[i]; if (!spr->field16 && spr->isOnScreen) { bool mustRedrawSprite = false; Common::Rect rect2; for (int j = 0; j < numDirtyRects; j++) { Common::Rect rect1 = spr->drawRect.findIntersectingRect(dirtyRects[j]); if (rect1.width() != 0 && rect1.height() != 0) { if (mustRedrawSprite) rect2 = getRectEncompassing(rect1, rect2); else rect2 = rect1; mustRedrawSprite = true; } } if (mustRedrawSprite) drawSprite(*spr, &surface, rect2); } spr->field16 = false; spr->bitmapChanged = false; spr->lastDrawRect = spr->drawRect; } // Copy dirty rects to screen for (int j = 0; j < numDirtyRects; j++) { Common::Rect &r = dirtyRects[j]; if (r.width() == 0 || r.height() == 0) continue; int offset = r.left + r.top * SCREEN_WIDTH; _vm->_system->copyRectToScreen((byte *)surface.getPixels() + offset, SCREEN_WIDTH, r.left, r.top, r.width(), r.height()); } surface.free(); if (updateScreen) { // Check if there are any pending updates to the mouse. if (_mouseBitmap != _mouseBitmapLastFrame) { _mouseBitmapLastFrame = _mouseBitmap; _vm->_system->setMouseCursor(_mouseBitmap->pixels, _mouseBitmap->width, _mouseBitmap->height, _mouseBitmap->xoffset, _mouseBitmap->yoffset, 0); } if (_mouseToBeShown) { CursorMan.showMouse(true); _mouseToBeShown = false; } else if (_mouseToBeHidden) { CursorMan.showMouse(false); _mouseToBeHidden = false; } if (_mouseWarpX != -1) { _vm->_system->warpMouse(_mouseWarpX, _mouseWarpY); _mouseWarpX = -1; _mouseWarpY = -1; } _vm->_system->updateScreen(); } } /** * Sets "bitmapChanged" to true on all sprites before calling drawAllSprites. */ void Graphics::forceDrawAllSprites(bool updateScreen) { for (int i = 0; i < _numSprites; i++) _sprites[i]->bitmapChanged = true; drawAllSprites(updateScreen); } /** * Returns the sprite at the given position (ignores mouse). */ Sprite *Graphics::getSpriteAt(int16 x, int16 y) { for (int i = _numSprites - 1; i >= 0; i--) { Sprite *sprite = _sprites[i]; if (sprite == &_lockedMouseSprite) continue; if (sprite->drawMode == 1) // Invisible continue; if (sprite->drawRect.contains(Common::Point(x, y))) { if (sprite->drawMode == 2 || sprite->drawMode == 3) // Button or text return sprite; // For draw mode 0 only, check that we're not clicking on a transparent part. int16 relX = x - sprite->drawX; int16 relY = y - sprite->drawY; byte pixel = sprite->bitmap->pixels[relY * sprite->bitmap->width + relX]; if (pixel != 0) return sprite; } } return nullptr; } void Graphics::addSprite(Sprite *sprite) { if (_numSprites >= MAX_SPRITES) error("addSprite: too many sprites"); // Initialize some fields sprite->drawMode = 0; sprite->field8 = 0; sprite->field16 = false; sprite->bitmapChanged = true; // FIXME (delete this later?) sprite->lastDrawRect.top = -1; sprite->lastDrawRect.left = -1; sprite->lastDrawRect.bottom = -2; sprite->lastDrawRect.right = -2; _sprites[_numSprites++] = sprite; } void Graphics::delSprite(Sprite *sprite) { for (int i=0; i<_numSprites; i++) { if (sprite != _sprites[i]) continue; _numSprites--; _sprites[i] = _sprites[_numSprites]; return; } error("delSprite: sprite not in list"); } void Graphics::pushSprites() { if (_pushedNumSprites != -1) error("Tried to push sprites more than once"); _pushedNumSprites = _numSprites; memcpy(_pushedSprites, _sprites, sizeof(_sprites)); _numSprites = 0; } void Graphics::popSprites() { if (_pushedNumSprites == -1) error("Tried to pop sprites without a prior push"); _numSprites = _pushedNumSprites; memcpy(_sprites, _pushedSprites, sizeof(_sprites)); _pushedNumSprites = -1; } void Graphics::copyBackgroundScreen() { drawDirectToScreen(_backgroundImage); } void Graphics::drawDirectToScreen(SharedPtr bitmap) { int xoffset = bitmap->xoffset; int yoffset = bitmap->yoffset; _vm->_system->copyRectToScreen(bitmap->pixels, bitmap->width, xoffset, yoffset, bitmap->width, bitmap->height); } void Graphics::loadEGAData(const char *filename) { // Load EGA palette data if (!_egaMode) return; if (!_egaData) _egaData = new byte[256]; SharedPtr egaStream = _vm->loadFile(filename); egaStream->read(_egaData, 256); } void Graphics::drawBackgroundImage(const char *filename) { // Draw an stjr BGD image (palette built-in) SharedPtr imageStream = _vm->loadFile(filename); byte *palette = new byte[256 * 3]; imageStream->read(palette, 256 * 3); // Expand color components for (uint16 i = 0; i < 256 * 3; i++) palette[i] <<= 2; uint16 xoffset = imageStream->readUint16(); uint16 yoffset = imageStream->readUint16(); uint16 width = imageStream->readUint16(); uint16 height = imageStream->readUint16(); byte *pixels = new byte[width * height]; imageStream->read(pixels, width * height); _vm->_system->getPaletteManager()->setPalette(palette, 0, 256); _vm->_system->copyRectToScreen(pixels, width, xoffset, yoffset, width, height); _vm->_system->updateScreen(); delete[] palette; } }