/* ScummVM - Scumm Interpreter * Copyright (C) 2004-2005 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ // Misc. graphics routines #include "saga/saga.h" #include "saga/gfx.h" #include "saga/interface.h" #include "saga/resnames.h" #include "saga/rscfile.h" #include "saga/scene.h" #include "saga/stream.h" #include "common/system.h" namespace Saga { Gfx::Gfx(SagaEngine *vm, OSystem *system, int width, int height, GameDetector &detector) : _vm(vm), _system(system) { _system->beginGFXTransaction(); _vm->initCommonGFX(detector); _system->initSize(width, height); _system->endGFXTransaction(); debug(5, "Init screen %dx%d", width, height); // Convert surface data to R surface data _backBuffer.create(width, height, 1); // Set module data _init = 1; // For now, always show the mouse cursor. setCursor(); _system->showMouse(true); } Gfx::~Gfx() { _backBuffer.free(); } void Surface::drawPalette() { int x; int y; int color = 0; Rect palRect; for (y = 0; y < 16; y++) { palRect.top = (y * 8) + 4; palRect.bottom = palRect.top + 8; for (x = 0; x < 16; x++) { palRect.left = (x * 8) + 4; palRect.right = palRect.left + 8; drawRect(palRect, color); color++; } } } // * Copies a rectangle from a raw 8 bit pixel buffer to the specified surface. // - The surface must match the logical dimensions of the buffer exactly. void Surface::blit(const Common::Rect &destRect, const byte *sourceBuffer) { const byte *readPointer; byte *writePointer; int row; ClipData clipData; clipData.sourceRect.left = 0; clipData.sourceRect.top = 0; clipData.sourceRect.right = destRect.width(); clipData.sourceRect.bottom = destRect.height(); clipData.destPoint.x = destRect.left; clipData.destPoint.y = destRect.top; clipData.destRect.left = 0; clipData.destRect.right = w; clipData.destRect.top = 0; clipData.destRect.bottom = h; if (!clipData.calcClip()) { return; } // Transfer buffer data to surface readPointer = (sourceBuffer + clipData.drawSource.x) + (clipData.sourceRect.right * clipData.drawSource.y); writePointer = ((byte *)pixels + clipData.drawDest.x) + (pitch * clipData.drawDest.y); for (row = 0; row < clipData.drawHeight; row++) { memcpy(writePointer, readPointer, clipData.drawWidth); writePointer += pitch; readPointer += clipData.sourceRect.right; } } void Surface::drawPolyLine(const Point *points, int count, int color) { int i; if (count >= 3) { for (i = 1; i < count; i++) { drawLine(points[i].x, points[i].y, points[i - 1].x, points[i - 1].y, color); } drawLine(points[count - 1].x, points[count - 1].y, points->x, points->y, color); } } /** * Dissolve one image with another. * If flags if set to 1, do zero masking. */ void Surface::transitionDissolve(const byte *sourceBuffer, const Common::Rect &sourceRect, int flags, double percent) { #define XOR_MASK 0xB400; int pixelcount = w * h; int seqlimit = (int)(65535 * percent); int seq = 1; int i, x1, y1; byte color; for (i = 0; i < seqlimit; i++) { if (seq & 1) { seq = (seq >> 1) ^ XOR_MASK; } else { seq = seq >> 1; } if (seq == 1) { return; } if (seq >= pixelcount) { continue; } else { x1 = seq % w; y1 = seq / w; if (sourceRect.contains(x1, y1)) { color = sourceBuffer[(x1-sourceRect.left) + sourceRect.width()*(y1-sourceRect.top)]; if (flags == 0 || color) ((byte*)pixels)[seq] = color; } } } } void Gfx::initPalette() { if(_vm->getGameType() != GType_IHNM) return; ResourceContext *resourceContext = _vm->_resource->getContext(GAME_RESOURCEFILE); if (resourceContext == NULL) { error("Resource::loadGlobalResources() resource context not found"); } byte *resourcePointer; size_t resourceLength; _vm->_resource->loadResource(resourceContext, RID_IHNM_DEFAULT_PALETTE, resourcePointer, resourceLength); MemoryReadStream metaS(resourcePointer, resourceLength); for(int i = 0; i < 256; i++) { _globalPalette[i].red = metaS.readByte(); _globalPalette[i].green = metaS.readByte(); _globalPalette[i].blue = metaS.readByte(); } free(resourcePointer); setPalette(_globalPalette, true); } void Gfx::setPalette(const PalEntry *pal, bool full) { int i; byte *ppal; int from, numcolors; if (_vm->getGameType() != GType_IHNM || full) { from = 0; numcolors = PAL_ENTRIES; } else { from = 0; numcolors = 248; } for (i = 0, ppal = &_currentPal[from * 4]; i < numcolors; i++, ppal += 4) { ppal[0] = _globalPalette[i].red = pal[i].red; ppal[1] = _globalPalette[i].green = pal[i].green; ppal[2] = _globalPalette[i].blue = pal[i].blue; ppal[3] = 0; } // Make 256th color black. See bug #1256368 if (_vm->getFeatures() & GF_MAC_RESOURCES && !_vm->_scene->isInIntro()) memset(&_currentPal[255 * 4], 0, 4); _system->setPalette(_currentPal, 0, PAL_ENTRIES); } void Gfx::setPaletteColor(int n, int r, int g, int b) { bool update = false; // This function may get called a lot. To avoid forcing full-screen // updates, only update the palette if the color actually changes. if (_currentPal[4 * n + 0] != r) { _currentPal[4 * n + 0] = _globalPalette[n].red = r; update = true; } if (_currentPal[4 * n + 1] != g) { _currentPal[4 * n + 1] = _globalPalette[n].green = g; update = true; } if (_currentPal[4 * n + 2] != b) { _currentPal[4 * n + 2] = _globalPalette[n].blue = b; update = true; } if (_currentPal[4 * n + 3] != 0) { _currentPal[4 * n + 3] = 0; update = true; } if (update) _system->setPalette(_currentPal, n, 1); } void Gfx::getCurrentPal(PalEntry *src_pal) { int i; byte *ppal; for (i = 0, ppal = _currentPal; i < PAL_ENTRIES; i++, ppal += 4) { src_pal[i].red = ppal[0]; src_pal[i].green = ppal[1]; src_pal[i].blue = ppal[2]; } } void Gfx::palToBlack(PalEntry *srcPal, double percent) { int i; //int fade_max = 255; int new_entry; byte *ppal; PalEntry *palE; int from, numcolors; double fpercent; if (_vm->getGameType() != GType_IHNM) { from = 0; numcolors = PAL_ENTRIES; } else { from = 0; numcolors = 248; } if (percent > 1.0) { percent = 1.0; } // Exponential fade fpercent = percent * percent; fpercent = 1.0 - fpercent; // Use the correct percentage change per frame for each palette entry for (i = 0, ppal = _currentPal; i < PAL_ENTRIES; i++, ppal += 4) { if (i < from || i >= from + numcolors) palE = &_globalPalette[i]; else palE = &srcPal[i]; new_entry = (int)(palE->red * fpercent); if (new_entry < 0) { ppal[0] = 0; } else { ppal[0] = (byte) new_entry; } new_entry = (int)(palE->green * fpercent); if (new_entry < 0) { ppal[1] = 0; } else { ppal[1] = (byte) new_entry; } new_entry = (int)(palE->blue * fpercent); if (new_entry < 0) { ppal[2] = 0; } else { ppal[2] = (byte) new_entry; } ppal[3] = 0; } // Make 256th color black. See bug #1256368 if (_vm->getFeatures() & GF_MAC_RESOURCES && !_vm->_scene->isInIntro()) memset(&_currentPal[255 * 4], 0, 4); _system->setPalette(_currentPal, 0, PAL_ENTRIES); } void Gfx::blackToPal(PalEntry *srcPal, double percent) { int new_entry; double fpercent; byte *ppal; int i; PalEntry *palE; int from, numcolors; if (_vm->getGameType() != GType_IHNM) { from = 0; numcolors = PAL_ENTRIES; } else { from = 0; numcolors = 248; } if (percent > 1.0) { percent = 1.0; } // Exponential fade fpercent = percent * percent; fpercent = 1.0 - fpercent; // Use the correct percentage change per frame for each palette entry for (i = 0, ppal = _currentPal; i < PAL_ENTRIES; i++, ppal += 4) { if (i < from || i >= from + numcolors) palE = &_globalPalette[i]; else palE = &srcPal[i]; new_entry = (int)(palE->red - palE->red * fpercent); if (new_entry < 0) { ppal[0] = 0; } else { ppal[0] = (byte)new_entry; } new_entry = (int)(palE->green - palE->green * fpercent); if (new_entry < 0) { ppal[1] = 0; } else { ppal[1] = (byte) new_entry; } new_entry = (int)(palE->blue - palE->blue * fpercent); if (new_entry < 0) { ppal[2] = 0; } else { ppal[2] = (byte) new_entry; } ppal[3] = 0; } // Make 256th color black. See bug #1256368 if (_vm->getFeatures() & GF_MAC_RESOURCES && !_vm->_scene->isInIntro()) memset(&_currentPal[255 * 4], 0, 4); _system->setPalette(_currentPal, 0, PAL_ENTRIES); } void Gfx::showCursor(bool state) { updateCursor(); g_system->showMouse(state); } void Gfx::setCursor(CursorType cursorType) { if (_vm->getGameType() == GType_ITE) { // Set up the mouse cursor const byte A = kITEColorLightGrey; const byte B = kITEColorWhite; const byte cursor_img[CURSOR_W * CURSOR_H] = { 0, 0, 0, A, 0, 0, 0, 0, 0, 0, A, 0, 0, 0, 0, 0, 0, A, 0, 0, 0, A, A, A, B, A, A, A, 0, 0, 0, A, 0, 0, 0, 0, 0, 0, A, 0, 0, 0, 0, 0, 0, A, 0, 0, 0, }; _system->setMouseCursor(cursor_img, CURSOR_W, CURSOR_H, 3, 3, 0); } else { uint32 resourceId; switch (cursorType) { case kCursorBusy: resourceId = RID_IHNM_HOURGLASS_CURSOR; break; default: // Assume normal cursor // TODO: Find the correct resource for it resourceId = RID_IHNM_HOURGLASS_CURSOR; break; } ResourceContext *context = _vm->_resource->getContext(GAME_RESOURCEFILE); byte *resource; size_t resourceLength; _vm->_resource->loadResource(context, resourceId, resource, resourceLength); byte *image; size_t imageLength; int width, height; _vm->decodeBGImage(resource, resourceLength, &image, &imageLength, &width, &height); // TODO: Hotspot? _system->setMouseCursor(image, width, height, 0, 0, 0); free(image); free(resource); } } bool hitTestPoly(const Point *points, unsigned int npoints, const Point& test_point) { int yflag0; int yflag1; bool inside_flag = false; unsigned int pt; const Point *vtx0 = &points[npoints - 1]; const Point *vtx1 = &points[0]; yflag0 = (vtx0->y >= test_point.y); for (pt = 0; pt < npoints; pt++, vtx1++) { yflag1 = (vtx1->y >= test_point.y); if (yflag0 != yflag1) { if (((vtx1->y - test_point.y) * (vtx0->x - vtx1->x) >= (vtx1->x - test_point.x) * (vtx0->y - vtx1->y)) == yflag1) { inside_flag = !inside_flag; } } yflag0 = yflag1; vtx0 = vtx1; } return inside_flag; } } // End of namespace Saga