/* ScummVM - Scumm Interpreter * Copyright (C) 2004 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. * * $Header$ * */ // Main rendering loop #include "saga.h" #include "reinherit.h" #include "timer.h" #include "yslib.h" #include "actor_mod.h" #include "console_mod.h" #include "cvar_mod.h" #include "font_mod.h" #include "game_mod.h" #include "gfx_mod.h" #include "interface_mod.h" #include "scene_mod.h" #include "sprite_mod.h" #include "text_mod.h" #include "actionmap_mod.h" #include "objectmap_mod.h" #include "render_mod.h" #include "render.h" namespace Saga { static R_RENDER_MODULE RenderModule; static OSystem *_system; const char *test_txt = "The quick brown fox jumped over the lazy dog. She sells sea shells down by the sea shore."; int RENDER_Register() { // Register "r_softcursor" cfg cvar RenderModule.r_softcursor = R_SOFTCURSOR_DEFAULT; if (CVAR_Register_I(&RenderModule.r_softcursor, "r_softcursor", NULL, R_CVAR_CFG, 0, 1) != R_SUCCESS) { return R_FAILURE; } return R_SUCCESS; } int RENDER_Init(OSystem *system) { R_GAME_DISPLAYINFO disp_info; int result; int tmp_w, tmp_h, tmp_bytepp; // Initialize system graphics GAME_GetDisplayInfo(&disp_info); if (GFX_Init(system, disp_info.logical_w, disp_info.logical_h) != R_SUCCESS) { return R_FAILURE; } // Initialize FPS timer callback result = SYSTIMER_CreateTimer(&RenderModule.r_fps_timer, 1000, NULL, RENDER_FpsTimer); if (result != R_SUCCESS) { return R_FAILURE; } // Create background buffer RenderModule.r_bg_buf_w = disp_info.logical_w; RenderModule.r_bg_buf_h = disp_info.logical_h; RenderModule.r_bg_buf = (byte *)calloc(disp_info.logical_w, disp_info.logical_h); if (RenderModule.r_bg_buf == NULL) { return R_MEM; } // Allocate temp buffer for animation decoding, // graphics scalers (2xSaI), etc. tmp_w = disp_info.logical_w; tmp_h = disp_info.logical_h + 4; // BG unbanking requres extra rows tmp_bytepp = 1; RenderModule.r_tmp_buf = (byte *)calloc(1, tmp_w * tmp_h * tmp_bytepp); if (RenderModule.r_tmp_buf == NULL) { free(RenderModule.r_bg_buf); return R_MEM; } RenderModule.r_tmp_buf_w = tmp_w; RenderModule.r_tmp_buf_h = tmp_h; RenderModule.r_backbuf_surface = GFX_GetBackBuffer(); // Initialize cursor state if (RenderModule.r_softcursor) { SYSINPUT_HideMouse(); } _system = system; RenderModule.initialized = 1; return R_SUCCESS; } int RENDER_DrawScene() { R_SURFACE *backbuf_surface; R_GAME_DISPLAYINFO disp_info; R_SCENE_INFO scene_info; SCENE_BGINFO bg_info; R_POINT bg_pt; char txt_buf[20]; int fps_width; R_POINT mouse_pt; int mouse_x, mouse_y; if (!RenderModule.initialized) { return R_FAILURE; } RenderModule.r_framecount++; backbuf_surface = RenderModule.r_backbuf_surface; // Get mouse coordinates SYSINPUT_GetMousePos(&mouse_x, &mouse_y); mouse_pt.x = mouse_x; mouse_pt.y = mouse_y; SCENE_GetBGInfo(&bg_info); GAME_GetDisplayInfo(&disp_info); bg_pt.x = 0; bg_pt.y = 0; // Display scene background SCENE_Draw(backbuf_surface); // Display scene maps, if applicable if (RENDER_GetFlags() & RF_OBJECTMAP_TEST) { OBJECTMAP_Draw(backbuf_surface, &mouse_pt, GFX_GetWhite(), GFX_GetBlack()); ACTIONMAP_Draw(backbuf_surface, GFX_MatchColor(R_RGB_RED)); } // Draw queued actors ACTOR_DrawList(); // Draw queued text strings SCENE_GetInfo(&scene_info); TEXT_DrawList(scene_info.text_list, backbuf_surface); // Handle user input SYSINPUT_ProcessInput(); // Display rendering information if (RenderModule.r_flags & RF_SHOW_FPS) { sprintf(txt_buf, "%d", RenderModule.r_fps); fps_width = FONT_GetStringWidth(SMALL_FONT_ID, txt_buf, 0, FONT_NORMAL); FONT_Draw(SMALL_FONT_ID, backbuf_surface, txt_buf, 0, backbuf_surface->buf_w - fps_width, 2, GFX_GetWhite(), GFX_GetBlack(), FONT_OUTLINE); } // Display "paused game" message, if applicable if (RenderModule.r_flags & RF_RENDERPAUSE) { int msg_len = strlen(R_PAUSEGAME_MSG); int msg_w = FONT_GetStringWidth(BIG_FONT_ID, R_PAUSEGAME_MSG, msg_len, FONT_OUTLINE); FONT_Draw(BIG_FONT_ID, backbuf_surface, R_PAUSEGAME_MSG, msg_len, (backbuf_surface->buf_w - msg_w) / 2, 90, GFX_GetWhite(), GFX_GetBlack(), FONT_OUTLINE); } // Update user interface INTERFACE_Update(&mouse_pt, UPDATE_MOUSEMOVE); if (RenderModule.r_softcursor) { GFX_DrawCursor(backbuf_surface, &mouse_pt); } // Display text formatting test, if applicable if (RenderModule.r_flags & RF_TEXT_TEST) { TEXT_Draw(MEDIUM_FONT_ID, backbuf_surface, test_txt, mouse_pt.x, mouse_pt.y, GFX_GetWhite(), GFX_GetBlack(), FONT_OUTLINE | FONT_CENTERED); } // Display palette test, if applicable if (RenderModule.r_flags & RF_PALETTE_TEST) { GFX_DrawPalette(backbuf_surface); } // Draw console CON_Draw(backbuf_surface); _system->copyRectToScreen(backbuf_surface->buf, backbuf_surface->buf_w, 0, 0, backbuf_surface->buf_w, backbuf_surface->buf_h); _system->updateScreen(); return R_SUCCESS; } unsigned int RENDER_GetFrameCount() { return RenderModule.r_framecount; } unsigned int RENDER_ResetFrameCount() { unsigned int framecount = RenderModule.r_framecount; RenderModule.r_framecount = 0; return framecount; } void RENDER_FpsTimer(unsigned long interval, void *param) { YS_IGNORE_PARAM(interval); YS_IGNORE_PARAM(param); RenderModule.r_fps = RenderModule.r_framecount; RenderModule.r_framecount = 0; return; } unsigned int RENDER_GetFlags() { return RenderModule.r_flags; } void RENDER_SetFlag(unsigned int flag) { RenderModule.r_flags |= flag; } void RENDER_ToggleFlag(unsigned int flag) { RenderModule.r_flags ^= flag; } int RENDER_GetBufferInfo(R_BUFFER_INFO *r_bufinfo) { assert(r_bufinfo != NULL); r_bufinfo->r_bg_buf = RenderModule.r_bg_buf; r_bufinfo->r_bg_buf_w = RenderModule.r_bg_buf_w; r_bufinfo->r_bg_buf_h = RenderModule.r_bg_buf_h; r_bufinfo->r_tmp_buf = RenderModule.r_tmp_buf; r_bufinfo->r_tmp_buf_w = RenderModule.r_tmp_buf_w; r_bufinfo->r_tmp_buf_h = RenderModule.r_tmp_buf_h; return R_SUCCESS; } } // End of namespace Saga