/* Copyright (C) 1994-2004 Revolution Software Ltd * * 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. * * $Header$ */ #include "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/driver/d_draw.h" #include "sword2/driver/menu.h" #include "sword2/driver/render.h" namespace Sword2 { Graphics::Graphics(Sword2Engine *vm, int16 width, int16 height) : _vm(vm), _iconCount(0), _needFullRedraw(false), _fadeStatus(RDFADE_NONE), _mouseSprite(NULL), _mouseAnim(NULL), _luggageAnim(NULL), _layer(0), _renderAverageTime(60), _lightMask(NULL), _screenWide(width), _screenDeep(height) { int i, j; _buffer = _dirtyGrid = NULL; _buffer = (byte *) malloc(width * height); if (!_buffer) error("Could not initialise display"); _vm->_system->initSize(width, height); _gridWide = width / CELLWIDE; _gridDeep = height / CELLDEEP; if ((width % CELLWIDE) || (height % CELLDEEP)) error("Bad cell size"); _dirtyGrid = (byte *) calloc(_gridWide, _gridDeep); if (!_buffer) error("Could not initialise dirty grid"); for (i = 0; i < ARRAYSIZE(_blockSurfaces); i++) _blockSurfaces[i] = NULL; for (i = 0; i < 2; i++) { for (j = 0; j < RDMENU_MAXPOCKETS; j++) { _icons[i][j] = NULL; _pocketStatus[i][j] = 0; } _menuStatus[i] = RDMENU_HIDDEN; } } Graphics::~Graphics() { free(_buffer); free(_dirtyGrid); closeBackgroundLayer(); free(_lightMask); free(_mouseAnim); free(_luggageAnim); for (int i = 0; i < 2; i++) for (int j = 0; j < RDMENU_MAXPOCKETS; j++) free(_icons[i][j]); } /** * @return the graphics detail setting */ int8 Graphics::getRenderLevel(void) { return _renderLevel; } void Graphics::setRenderLevel(int8 level) { _renderLevel = level; switch (_renderLevel) { case 0: // Lowest setting: no fancy stuff _renderCaps = 0; break; case 1: // Medium-low setting: transparency-blending _renderCaps = RDBLTFX_SPRITEBLEND; break; case 2: // Medium-high setting: transparency-blending + shading _renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND; break; case 3: // Highest setting: transparency-blending + shading + // edge-blending + improved stretching _renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND; break; } } /** * Fill the screen buffer with palette colour zero. Note that it does not * touch the menu areas of the screen. */ void Graphics::clearScene(void) { memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP); _needFullRedraw = true; } } // End of namespace Sword2