/* 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/graphics/truetype_font.h" #include "common/rect.h" #include "common/hashmap.h" #include "graphics/surface.h" #include "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); ~RenderManager(); private: struct oneSub { Common::Rect r; Common::String txt; int16 timer; bool todelete; bool redraw; }; typedef Common::HashMap subMap; typedef Common::List effectsList; private: ZVision *_engine; OSystem *_system; const Graphics::PixelFormat _pixelFormat; // A buffer for blitting background image to working window Graphics::Surface _wrkWnd; Common::Rect _wrkWndDirtyRect; // A buffer for mutate image by tilt or panorama renderers Graphics::Surface _outWnd; Common::Rect _bkgDirtyRect; // A buffer for subtitles Graphics::Surface _subWnd; Common::Rect _subWndDirtyRect; // A buffer for menu drawing Graphics::Surface _menuWnd; Common::Rect _menuWndDirtyRect; // A buffer used for apply graphics effects Graphics::Surface _effectWnd; /** 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; // Recatangle for subtitles area Common::Rect _subWndRect; // Recatangle for menu area Common::Rect _menuWndRect; /** Used to warp the background image */ RenderTable _renderTable; // A buffer for background image 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; // Internal subtitles counter uint16 _subid; // Subtitle list subMap _subsList; // Visual effects list effectsList _effects; 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 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); 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); // Blitting surface-to-background methods void blitSurfaceToBkg(const Graphics::Surface &src, int x, int y); void blitSurfaceToBkg(const Graphics::Surface &src, int x, int y, uint32 colorkey); // Blitting surface-to-background methods with scale void blitSurfaceToBkgScaled(const Graphics::Surface &src, const Common::Rect &_dstRect); void blitSurfaceToBkgScaled(const Graphics::Surface &src, const Common::Rect &_dstRect, uint32 colorkey); // Blitting surface-to-menu methods void blitSurfaceToMenu(const Graphics::Surface &src, int x, int y); void blitSurfaceToMenu(const Graphics::Surface &src, int x, int y, uint32 colorkey); // Subtitles methods // 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(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); // 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 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); /** * 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 * @param transposed Transpose flag */ void readImageToSurface(const Common::String &fileName, Graphics::Surface &destination, bool transposed); // Add visual effect to effects list void addEffect(Effect *_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 bkgRectToScreen(const Common::Rect &src); // Mark whole background surface as dirty void markDirty(); // Fille background surface by color void bkgFill(uint8 r, uint8 g, uint8 b); }; } // End of namespace ZVision #endif