/* 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 file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "dcgf.h" #include "BFile.h" #include "BGame.h" #include "BSurfaceSDL.h" #include "BRenderSDL.h" //#include "SdlUtil.h" #include "graphics/decoders/png.h" #include "graphics/decoders/bmp.h" #include "graphics/pixelformat.h" #include "graphics/surface.h" #include "stream.h" #include "BFileManager.h" #include "PlatformSDL.h" namespace WinterMute { ////////////////////////////////////////////////////////////////////////// CBSurfaceSDL::CBSurfaceSDL(CBGame *inGame) : CBSurface(inGame) { _texture = NULL; _alphaMask = NULL; _lockPixels = NULL; _lockPitch = 0; } ////////////////////////////////////////////////////////////////////////// CBSurfaceSDL::~CBSurfaceSDL() { //TODO #if 0 if (_texture) SDL_DestroyTexture(_texture); delete[] _alphaMask; _alphaMask = NULL; Game->AddMem(-_width * _height * 4); #endif } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::Create(char *Filename, bool default_ck, byte ck_red, byte ck_green, byte ck_blue, int LifeTime, bool KeepLoaded) { CBRenderSDL *renderer = static_cast(Game->_renderer); Common::String strFileName(Filename); Graphics::ImageDecoder *imgDecoder; if (strFileName.hasSuffix(".png")) { imgDecoder = new Graphics::PNGDecoder(); } else if (strFileName.hasSuffix(".bmp")) { imgDecoder = new Graphics::BitmapDecoder(); } else { error("CBSurfaceSDL::Create : Unsupported fileformat %s", Filename); } CBFile *file = Game->_fileManager->OpenFile(Filename); if (!file) return E_FAIL; imgDecoder->loadStream(*file->getMemStream()); const Graphics::Surface *surface = imgDecoder->getSurface(); Game->_fileManager->CloseFile(file); if (default_ck) { ck_red = 255; ck_green = 0; ck_blue = 255; } _width = surface->w; _height = surface->h; bool isSaveGameGrayscale = scumm_strnicmp(Filename, "savegame:", 9) == 0 && (Filename[strFileName.size() - 1] == 'g' || Filename[strFileName.size() - 1] == 'G'); if (isSaveGameGrayscale) { warning("grayscaleConversion not yet implemented"); /* FIBITMAP *newImg = FreeImage_ConvertToGreyscale(img); if (newImg) { FreeImage_Unload(img); img = newImg; }*/ } // convert 32-bit BMPs to 24-bit or they appear totally transparent (does any app actually write alpha in BMP properly?) /* if (FreeImage_GetBPP(img) != 32 || (imgFormat == FIF_BMP && FreeImage_GetBPP(img) != 24)) { FIBITMAP *newImg = FreeImage_ConvertTo24Bits(img); if (newImg) { FreeImage_Unload(img); img = newImg; } else { FreeImage_Unload(img); return -1; } } FreeImage_FlipVertical(img);*/ //TODO: This is rather endian-specific, but should be replaced by non-SDL-code anyhow: uint32 rmask = surface->format.rMax() << surface->format.rShift; uint32 gmask = surface->format.gMax() << surface->format.gShift; uint32 bmask = surface->format.bMax() << surface->format.bShift; uint32 amask = surface->format.aMax(); SDL_Surface *surf = SDL_CreateRGBSurfaceFrom(surface->pixels, _width, _height, surface->format.bytesPerPixel * 8, surface->pitch, rmask, gmask, bmask, amask); // no alpha, set color key if (surface->format.bytesPerPixel != 4) SDL_SetColorKey(surf, SDL_TRUE, SDL_MapRGB(surf->format, ck_red, ck_green, ck_blue)); //SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best"); //TODO //_texture = SdlUtil::CreateTextureFromSurface(renderer->GetSdlRenderer(), surf); warning("Surface-textures not fully ported yet"); #if 0 _texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surf); if (!_texture) { SDL_FreeSurface(surf); delete imgDecoder; return E_FAIL; } GenAlphaMask(surf); SDL_FreeSurface(surf); delete imgDecoder; // TODO: Update this if ImageDecoder doesn't end up owning the surface. _cKDefault = default_ck; _cKRed = ck_red; _cKGreen = ck_green; _cKBlue = ck_blue; if (!_filename || scumm_stricmp(_filename, Filename) != 0) { SetFilename(Filename); } if (_lifeTime == 0 || LifeTime == -1 || LifeTime > _lifeTime) _lifeTime = LifeTime; _keepLoaded = KeepLoaded; if (_keepLoaded) _lifeTime = -1; _valid = true; Game->AddMem(_width * _height * 4); #endif return S_OK; } ////////////////////////////////////////////////////////////////////////// void CBSurfaceSDL::GenAlphaMask(SDL_Surface *surface) { delete[] _alphaMask; _alphaMask = NULL; if (!surface) return; SDL_LockSurface(surface); bool hasColorKey; Uint32 colorKey; Uint8 ckRed, ckGreen, ckBlue; /* if (SDL_GetColorKey(surface, &colorKey) == 0) { hasColorKey = true; SDL_GetRGB(colorKey, surface->format, &ckRed, &ckGreen, &ckBlue); } else hasColorKey = false; */ //TODO _alphaMask = new byte[surface->w * surface->h]; bool hasTransparency = false; for (int y = 0; y < surface->h; y++) { for (int x = 0; x < surface->w; x++) { Uint32 pixel = GetPixel(surface, x, y); Uint8 r, g, b, a; SDL_GetRGBA(pixel, surface->format, &r, &g, &b, &a); if (hasColorKey && r == ckRed && g == ckGreen && b == ckBlue) a = 0; _alphaMask[y * surface->w + x] = a; if (a < 255) hasTransparency = true; } } SDL_UnlockSurface(surface); if (!hasTransparency) { delete[] _alphaMask; _alphaMask = NULL; } } ////////////////////////////////////////////////////////////////////////// Uint32 CBSurfaceSDL::GetPixel(SDL_Surface *surface, int x, int y) { int bpp = surface->format->BytesPerPixel; /* Here p is the address to the pixel we want to retrieve */ Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; switch (bpp) { case 1: return *p; break; case 2: return *(Uint16 *)p; break; case 3: if (SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; else return p[0] | p[1] << 8 | p[2] << 16; break; case 4: return *(Uint32 *)p; break; default: return 0; /* shouldn't happen, but avoids warnings */ } } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::Create(int Width, int Height) { warning("SurfaceSDL::Create not ported yet"); //TODO #if 0 CBRenderSDL *renderer = static_cast(Game->_renderer); _texture = SDL_CreateTexture(renderer->GetSdlRenderer(), SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Width, Height); _width = Width; _height = Height; Game->AddMem(_width * _height * 4); _valid = true; #endif return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::CreateFromSDLSurface(SDL_Surface *surface) { warning("CBSurfaceSDL::CreateFromSDLSurface not ported yet"); //TODO #if 0 CBRenderSDL *renderer = static_cast(Game->_renderer); _texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surface); _width = surface->w; _height = surface->h; Game->AddMem(_width * _height * 4); _valid = true; #endif return S_OK; } ////////////////////////////////////////////////////////////////////////// bool CBSurfaceSDL::IsTransparentAt(int X, int Y) { int access; int width, height; warning("CBSurfaceSDL::IsTransparentAt not ported yet"); //SDL_QueryTexture(_texture, NULL, &access, &width, &height); //TODO //if (access != SDL_TEXTUREACCESS_STREAMING) return false; if (X < 0 || X >= width || Y < 0 || Y >= height) return true; StartPixelOp(); bool ret = IsTransparentAtLite(X, Y); EndPixelOp(); return ret; } ////////////////////////////////////////////////////////////////////////// bool CBSurfaceSDL::IsTransparentAtLite(int X, int Y) { //if (!_lockPixels) return false; Uint32 format; int access; int width, height; warning("CBSurfaceSDL::IsTransparentAtLite not ported yet"); //SDL_QueryTexture(_texture, &format, &access, &width, &height); //if (access != SDL_TEXTUREACCESS_STREAMING) return false; if (X < 0 || X >= width || Y < 0 || Y >= height) return true; if (!_alphaMask) return false; else return _alphaMask[Y * width + X] <= 128; /* Uint32* dst = (Uint32*)((Uint8*)_lockPixels + Y * _lockPitch); Uint32 pixel = dst[X]; SDL_PixelFormat* pixelFormat = SDL_AllocFormat(format); Uint8 r, g, b, a; SDL_GetRGBA(pixel, pixelFormat, &r, &g, &b, &a); SDL_FreeFormat(pixelFormat); return a <= 128; */ } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::StartPixelOp() { //SDL_LockTexture(_texture, NULL, &_lockPixels, &_lockPitch); return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::EndPixelOp() { //SDL_UnlockTexture(_texture); return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::Display(int X, int Y, RECT rect, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY) { return DrawSprite(X, Y, &rect, 100, 100, 0xFFFFFFFF, true, BlendMode, MirrorX, MirrorY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::DisplayTrans(int X, int Y, RECT rect, uint32 Alpha, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY) { return DrawSprite(X, Y, &rect, 100, 100, Alpha, false, BlendMode, MirrorX, MirrorY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::DisplayTransOffset(int X, int Y, RECT rect, uint32 Alpha, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY, int offsetX, int offsetY) { return DrawSprite(X, Y, &rect, 100, 100, Alpha, false, BlendMode, MirrorX, MirrorY, offsetX, offsetY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::DisplayTransZoom(int X, int Y, RECT rect, float ZoomX, float ZoomY, uint32 Alpha, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY) { return DrawSprite(X, Y, &rect, ZoomX, ZoomY, Alpha, false, BlendMode, MirrorX, MirrorY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::DisplayZoom(int X, int Y, RECT rect, float ZoomX, float ZoomY, uint32 Alpha, bool Transparent, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY) { return DrawSprite(X, Y, &rect, ZoomX, ZoomY, Alpha, !Transparent, BlendMode, MirrorX, MirrorY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::DisplayTransform(int X, int Y, int HotX, int HotY, RECT Rect, float ZoomX, float ZoomY, uint32 Alpha, float Rotate, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY) { return DrawSprite(X, Y, &Rect, ZoomX, ZoomY, Alpha, false, BlendMode, MirrorX, MirrorY); } ////////////////////////////////////////////////////////////////////////// HRESULT CBSurfaceSDL::DrawSprite(int X, int Y, RECT *Rect, float ZoomX, float ZoomY, uint32 Alpha, bool AlphaDisable, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY, int offsetX, int offsetY) { CBRenderSDL *renderer = static_cast(Game->_renderer); if (renderer->_forceAlphaColor != 0) Alpha = renderer->_forceAlphaColor; byte r = D3DCOLGetR(Alpha); byte g = D3DCOLGetG(Alpha); byte b = D3DCOLGetB(Alpha); byte a = D3DCOLGetA(Alpha); warning("CBSurfaceSDL::DrawSprite not ported yet"); // TODO. #if 0 SDL_SetTextureColorMod(_texture, r, g, b); SDL_SetTextureAlphaMod(_texture, a); if (AlphaDisable) SDL_SetTextureBlendMode(_texture, SDL_BLENDMODE_NONE); else SDL_SetTextureBlendMode(_texture, SDL_BLENDMODE_BLEND); SDL_Rect srcRect; srcRect.x = Rect->left; srcRect.y = Rect->top; srcRect.w = Rect->right - Rect->left; srcRect.h = Rect->bottom - Rect->top; SDL_Rect position; position.x = X; position.y = Y; position.w = (float)srcRect.w * ZoomX / 100.f; position.h = (float)srcRect.h * ZoomX / 100.f; renderer->ModTargetRect(&position); position.x += offsetX; position.y += offsetY; SDL_RenderCopy(renderer->GetSdlRenderer(), _texture, &srcRect, &position); #endif return S_OK; } } // end of namespace WinterMute