/* 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 Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #include "sword25/gfx/dynamicbitmap.h" #include "sword25/gfx/bitmapresource.h" #include "sword25/package/packagemanager.h" #include "sword25/kernel/inputpersistenceblock.h" namespace Sword25 { DynamicBitmap::DynamicBitmap(RenderObjectPtr parentPtr, uint width, uint height) : Bitmap(parentPtr, TYPE_DYNAMICBITMAP) { // The BS_BITMAP could not be created, so stop. if (!_initSuccess) return; _initSuccess = createRenderedImage(width, height); } DynamicBitmap::DynamicBitmap(InputPersistenceBlock &reader, RenderObjectPtr parentPtr, uint handle) : Bitmap(parentPtr, TYPE_DYNAMICBITMAP, handle) { _initSuccess = unpersist(reader); } bool DynamicBitmap::createRenderedImage(uint width, uint height) { bool result = false; _image.reset(new RenderedImage(width, height, result)); _originalWidth = _width = width; _originalHeight = _height = height; _image->setIsTransparent(false); _isSolid = true; return result; } DynamicBitmap::~DynamicBitmap() { } uint DynamicBitmap::getPixel(int x, int y) const { assert(x >= 0 && x < _width); assert(y >= 0 && y < _height); return _image->getPixel(x, y); } bool DynamicBitmap::doRender(RectangleList *updateRects) { // Get the frame buffer object GraphicEngine *pGfx = Kernel::getInstance()->getGfx(); assert(pGfx); // Draw the bitmap bool result; if (_scaleFactorX == 1.0f && _scaleFactorY == 1.0f) { #if 1 // This is what the game does originally, which can be // a bit slow when drawing videos, but it's not the main // bottleneck. result = _image->blit(_absoluteX, _absoluteY, (_flipV ? Graphics::FLIP_V : 0) | (_flipH ? Graphics::FLIP_H : 0), 0, _modulationColor, -1, -1, updateRects); #else // WIP: A bit faster code // We don't need to check for transparency when drawing // videos, thus just copy the buffer contents directly. // This messes up the fire animation in the menu, for // some odd reason. It also makes the video colors a // bit lighter, resulting in a visible black border // around the typed letters in the intro (which are // drawn over a black border) _image->copyDirectly(_absoluteX, _absoluteY); #endif return true; } else { result = _image->blit(_absoluteX, _absoluteY, (_flipV ? Graphics::FLIP_V : 0) | (_flipH ? Graphics::FLIP_H : 0), 0, _modulationColor, _width, _height, updateRects); } return result; } bool DynamicBitmap::setContent(const byte *pixeldata, uint size, uint offset, uint stride) { ++_version; // Update version to display the new video image return _image->setContent(pixeldata, size, offset, stride); } bool DynamicBitmap::isScalingAllowed() const { return _image->isScalingAllowed(); } bool DynamicBitmap::isAlphaAllowed() const { return _image->isAlphaAllowed(); } bool DynamicBitmap::isColorModulationAllowed() const { return _image->isColorModulationAllowed(); } bool DynamicBitmap::isSetContentAllowed() const { return true; } bool DynamicBitmap::persist(OutputPersistenceBlock &writer) { #if 0 bool result = true; result &= Bitmap::persist(writer); // Image data is not saved. This is not important, since BS_DynamicBitmap is only used by the video player. // A video cannot be saved while it's being played. Only the state of a BS_DynamicBitmap can be persisted. warning("Persisting a BS_DynamicBitmap. Bitmap content is not persisted."); result &= RenderObject::persistChildren(writer); return result; #endif error("Request to persist a dynamic bitmap (video) - probably a bug"); return true; } bool DynamicBitmap::unpersist(InputPersistenceBlock &reader) { #if 0 bool result = true; result &= Bitmap::unpersist(reader); result &= createRenderedImage(_width, _height); warning("Unpersisting a BS_DynamicBitmap. Bitmap contents are missing."); // Initialize a transparent image. byte *transparentImageData = (byte *)calloc(_width * _height * 4, 1); _image->setContent(transparentImageData, _width * _height); free(transparentImageData); result &= RenderObject::unpersistChildren(reader); return reader.isGood() && result; #endif error("Request to unpersist a dynamic bitmap (video) - probably a corrupted saved game or a bug"); } } // End of namespace Sword25