/* 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. * */ #ifndef ZVISION_RENDER_MANAGER_H #define ZVISION_RENDER_MANAGER_H #include "zvision/graphics/render_table.h" #include "zvision/fonts/truetype_font.h" #include "common/rect.h" #include "common/hashmap.h" #include "graphics/surface.h" class OSystem; namespace Common { class String; class SeekableReadStream; } namespace Video { class VideoDecoder; } namespace ZVision { class RenderManager { public: RenderManager(ZVision *engine, uint32 windowWidth, uint32 windowHeight, const Common::Rect workingWindow, const Graphics::PixelFormat pixelFormat); ~RenderManager(); private: struct oneSub { Common::Rect _r; Common::String _txt; int16 timer; bool todelete; bool redraw; }; // struct AlphaDataEntry { // Graphics::Surface *data; // uint16 alphaColor; // uint16 destX; // uint16 destY; // uint16 width; // uint16 height; // }; // typedef Common::HashMap subMap; private: ZVision *_engine; OSystem *_system; const Graphics::PixelFormat _pixelFormat; // A buffer for blitting background image to working window Graphics::Surface _wrkWnd; Common::Rect _wrkWndDirtyRect; Graphics::Surface _outWnd; Common::Rect _outWndDirtyRect; Common::Rect _bkgDirtyRect; Graphics::Surface _subWnd; Common::Rect _subWndDirtyRect; Graphics::Surface _menuWnd; Common::Rect _menuWndDirtyRect; // A buffer the exact same size as the workingWindow // This buffer stores everything un-warped, then does a warp at the end of the frame //Graphics::Surface _workingWindowBuffer; // A buffer representing the entire screen. Any graphical updates are first done with this buffer // before actually being blitted to the screen //Graphics::Surface _backBuffer; // A list of Alpha Entries that need to be blitted to the backbuffer //AlphaEntryMap _alphaDataEntries; // A rectangle representing the portion of the working window where the pixels have been changed since last frame //Common::Rect _workingWindowDirtyRect; // A rectangle representing the portion of the backbuffer where the pixels have been changed since last frame //Common::Rect _backBufferDirtyRect; /** Width of the working window. Saved to prevent extraneous calls to _workingWindow.width() */ const int _wrkWidth; /** Height of the working window. Saved to prevent extraneous calls to _workingWindow.height() */ const int _wrkHeight; /** Center of the screen in the x direction */ const int _screenCenterX; /** Center of the screen in the y direction */ const int _screenCenterY; /** * A Rectangle centered inside the actual window. All in-game coordinates * are given in this coordinate space. Also, all images are clipped to the * edges of this Rectangle */ const Common::Rect _workingWindow; Common::Rect _subWndRect; Common::Rect _menuWndRect; /** Used to warp the background image */ RenderTable _renderTable; Graphics::Surface _curBkg; /** The (x1,y1) coordinates of the subRectangle of the background that is currently displayed on the screen */ int16 _bkgOff; /** The width of the current background image */ uint16 _bkgWidth; /** The height of the current background image */ uint16 _bkgHeight; uint16 _subid; subMap _subsList; /** * The "velocity" at which the background image is panning. We actually store the inverse of velocity (ms/pixel instead of pixels/ms) * because it allows you to accumulate whole pixels 'steps' instead of rounding pixels every frame */ //int _backgroundInverseVelocity; /** Holds any 'leftover' milliseconds between frames */ //uint _accumulatedVelocityMilliseconds; public: void initialize(); /** * Renders the current state of the backbuffer to the screen */ void renderBackbufferToScreen(); /** * Blits the image or a portion of the image to the background. * * @param fileName Name of the image file * @param destinationX X position where the image should be put. Coords are in working window space, not screen space! * @param destinationY Y position where the image should be put. Coords are in working window space, not screen space! */ void renderImageToBackground(const Common::String &fileName, int16 destinationX, int16 destinationY); /** * Blits the image or a portion of the image to the background. * * @param fileName Name of the image file * @param destinationX X position where the image should be put. Coords are in working window space, not screen space! * @param destinationY Y position where the image should be put. Coords are in working window space, not screen space! * @param colorkey Transparent color */ void renderImageToBackground(const Common::String &fileName, int16 destX, int16 destY, uint32 colorkey); /** * Sets the current background image to be used by the RenderManager and immediately * blits it to the screen. (It won't show up until the end of the frame) * * @param fileName The name of the image file */ void setBackgroundImage(const Common::String &fileName); /** * Set the background position (_backgroundOffset). If the current RenderState is PANORAMA, the offset * will be in the horizontal direction. If the current RenderState is TILT, the offset will be in the * vertical direction. * * This method will not render anything on the screen. So if nothing else is called that renders the * background, the change won't be seen until next frame. * * @param offset The amount to offset the background */ void setBackgroundPosition(int offset); /** * Converts a point in screen coordinate space to image coordinate space * * @param point Point in screen coordinate space * @return Point in image coordinate space */ const Common::Point screenSpaceToImageSpace(const Common::Point &point); RenderTable *getRenderTable(); uint32 getCurrentBackgroundOffset(); /** * Creates a copy of surface and transposes the data. * * Note: The user is responsible for calling free() on the returned surface * and then deleting it * * @param surface The data to be transposed * @return A copy of the surface with the data transposed */ static Graphics::Surface *tranposeSurface(const Graphics::Surface *surface); void scaleBuffer(const void *src, void *dst, uint32 srcWidth, uint32 srcHeight, byte bytesPerPixel, uint32 dstWidth, uint32 dstHeight); void blitSurfaceToSurface(const Graphics::Surface &src, const Common::Rect &_srcRect , Graphics::Surface &dst, int x, int y); void blitSurfaceToSurface(const Graphics::Surface &src, const Common::Rect &_srcRect , Graphics::Surface &dst, int _x, int _y, uint32 colorkey); void blitSurfaceToSurface(const Graphics::Surface &src, Graphics::Surface &dst, int x, int y); void blitSurfaceToSurface(const Graphics::Surface &src, Graphics::Surface &dst, int x, int y, uint32 colorkey); void blitSurfaceToBkg(const Graphics::Surface &src, int x, int y); void blitSurfaceToBkg(const Graphics::Surface &src, int x, int y, uint32 colorkey); void blitSurfaceToMenu(const Graphics::Surface &src, int x, int y); void blitSurfaceToMenu(const Graphics::Surface &src, int x, int y, uint32 colorkey); uint16 createSubArea(const Common::Rect &area); uint16 createSubArea(); void deleteSubArea(uint16 id); void deleteSubArea(uint16 id, int16 delay); void updateSubArea(uint16 id, const Common::String &txt); void processSubs(uint16 deltatime); Common::Point getBkgSize(); Graphics::Surface *getBkgRect(Common::Rect &rect); Graphics::Surface *loadImage(const char *file); Graphics::Surface *loadImage(Common::String &file); Graphics::Surface *loadImage(const char *file, bool transposed); Graphics::Surface *loadImage(Common::String &file, bool transposed); void clearMenuSurface(); void clearMenuSurface(const Common::Rect &r); void renderMenuToScreen(); void prepareBkg(); /** * Reads an image file pixel data into a Surface buffer. In the process * it converts the pixel data from RGB 555 to RGB 565. Also, if the image * is transposed, it will un-transpose the pixel data. The function will * call destination::create() if the dimensions of destination do not match * up with the dimensions of the image. * * @param fileName The name of a .tga file * @param destination A reference to the Surface to store the pixel data in */ void readImageToSurface(const Common::String &fileName, Graphics::Surface &destination); void readImageToSurface(const Common::String &fileName, Graphics::Surface &destination, bool transposed); }; } // End of namespace ZVision #endif