/* 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/text/truetype_font.h" #include "common/rect.h" #include "common/hashmap.h" #include "graphics/surface.h" #include "graphics_effect.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, bool doubleFPS); ~RenderManager(); private: struct OneSubtitle { Common::Rect r; Common::String txt; int16 timer; bool todelete; bool redraw; }; typedef Common::HashMap SubtitleMap; typedef Common::List EffectsList; private: ZVision *_engine; OSystem *_system; const Graphics::PixelFormat _pixelFormat; /** * 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 */ Common::Rect _workingWindow; // Center of the screen in the x direction const int _screenCenterX; // Center of the screen in the y direction const int _screenCenterY; /** A buffer for background image that's being used to create the background */ Graphics::Surface _currentBackgroundImage; Common::Rect _backgroundDirtyRect; /** * The x1 or y1 offset of the subRectangle of the background that is currently displayed on the screen * It will be x1 if PANORAMA, or y1 if TILT */ int16 _backgroundOffset; /** The width of the current background image */ uint16 _backgroundWidth; /** The height of the current background image */ uint16 _backgroundHeight; // A buffer that holds the portion of the background that is used to render the final image // If it's a normal scene, the pixels will be blitted directly to the screen // If it's a panorma / tilt scene, the pixels will be first warped to _warpedSceneSurface Graphics::Surface _backgroundSurface; Common::Rect _backgroundSurfaceDirtyRect; // A buffer for subtitles Graphics::Surface _subtitleSurface; // Rectangle for subtitles area Common::Rect _subtitleArea; // A buffer for menu drawing Graphics::Surface _menuSurface; Common::Rect _menuSurfaceDirtyRect; // Rectangle for menu area Common::Rect _menuArea; // A buffer used for apply graphics effects Graphics::Surface _effectSurface; // A buffer to store the result of the panorama / tilt warps Graphics::Surface _warpedSceneSurface; /** Used to warp the background image */ RenderTable _renderTable; // Internal subtitles counter uint16 _subid; // Subtitle list SubtitleMap _subsList; // Visual effects list EffectsList _effects; bool _doubleFPS; public: void initialize(); /** * Renders the scene to the screen */ void renderSceneToScreen(); void copyToScreen(const Graphics::Surface &surface, Common::Rect &rect, int16 srcLeft, int16 srcTop); /** * 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 destX X position where the image should be put. Coords are in working window space, not screen space! * @param destY 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); /** * Blits the image or a portion of the image to the background. * * @param fileName Name of the image file * @param destX X position where the image should be put. Coords are in working window space, not screen space! * @param destY Y position where the image should be put. Coords are in working window space, not screen space! * @param keyX X position of transparent color * @param keyY Y position of transparent color */ void renderImageToBackground(const Common::String &fileName, int16 destX, int16 destY, int16 keyX, int16 keyY); /** * 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); // Return pointer of RenderTable object RenderTable *getRenderTable(); // Return current background offset 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); // Scale buffer (nearest) void scaleBuffer(const void *src, void *dst, uint32 srcWidth, uint32 srcHeight, byte bytesPerPixel, uint32 dstWidth, uint32 dstHeight); // Blitting surface-to-surface methods 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); // Blitting surface-to-background methods void blitSurfaceToBkg(const Graphics::Surface &src, int x, int y, int32 colorkey = -1); // Blitting surface-to-background methods with scale void blitSurfaceToBkgScaled(const Graphics::Surface &src, const Common::Rect &_dstRect, int32 colorkey = -1); // Blitting surface-to-menu methods void blitSurfaceToMenu(const Graphics::Surface &src, int x, int y, int32 colorkey = -1); // Subtitles methods void initSubArea(uint32 windowWidth, uint32 windowHeight, const Common::Rect workingWindow); // Create subtitle area and return ID uint16 createSubArea(const Common::Rect &area); uint16 createSubArea(); // Delete subtitle by ID void deleteSubArea(uint16 id); void deleteSubArea(uint16 id, int16 delay); // Update subtitle area void updateSubArea(uint16 id, const Common::String &txt); // Processing subtitles void processSubs(uint16 deltatime); // Return background size Common::Point getBkgSize(); // Return portion of background as new surface Graphics::Surface *getBkgRect(Common::Rect &rect); // Load image into new surface Graphics::Surface *loadImage(Common::String file); Graphics::Surface *loadImage(Common::String file, bool transposed); // Clear whole/area of menu surface void clearMenuSurface(); void clearMenuSurface(const Common::Rect &r); // Copy menu buffer to screen void renderMenuToScreen(); // Copy needed portion of background surface to workingWindow surface void prepareBackground(); /** * Reads an image file pixel data into a Surface buffer. 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); /** * Reads an image file pixel data into a Surface buffer. 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 * @param transposed Transpose flag */ void readImageToSurface(const Common::String &fileName, Graphics::Surface &destination, bool transposed); // Add visual effect to effects list void addEffect(GraphicsEffect *_effect); // Delete effect(s) by ID (ID equal to slot of action:region that create this effect) void deleteEffect(uint32 ID); // Create "mask" for effects - (color +/- depth) will be selected as not transparent. Like color selection // xy - base color // depth - +/- of base color // rect - rectangle where select pixels // minD - if not NULL will recieve real bottom border of depth // maxD - if not NULL will recieve real top border of depth EffectMap *makeEffectMap(const Common::Point &xy, int16 depth, const Common::Rect &rect, int8 *minD, int8 *maxD); // Create "mask" for effects by simple transparent color EffectMap *makeEffectMap(const Graphics::Surface &surf, uint16 transp); // Return background rectangle in screen coordinates Common::Rect transformBackgroundSpaceRectToScreenSpace(const Common::Rect &src); // Mark whole background surface as dirty void markDirty(); #if 0 // Fill background surface by color void bkgFill(uint8 r, uint8 g, uint8 b); #endif bool askQuestion(const Common::String &str); void delayedMessage(const Common::String &str, uint16 milsecs); void timedMessage(const Common::String &str, uint16 milsecs); void showDebugMsg(const Common::String &msg, int16 delay = 3000); void checkBorders(); void rotateTo(int16 to, int16 time); void updateRotation(); void upscaleRect(Common::Rect &rect); }; } // End of namespace ZVision #endif