aboutsummaryrefslogtreecommitdiff
path: root/engines/draci/screen.cpp
blob: 2434a1312e5127e42dcd6841a0c44783eb100739 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
/* 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.
 *
 */

#include "common/memstream.h"
#include "common/system.h"

#include "graphics/palette.h"

#include "draci/draci.h"
#include "draci/screen.h"
#include "draci/surface.h"
#include "draci/sprite.h"


namespace Draci {

Screen::Screen(DraciEngine *vm) : _vm(vm) {
	_surface = new Surface(kScreenWidth, kScreenHeight);
	_palette = new byte[3 * kNumColors];
	_blackPalette = new byte[3 * kNumColors];
	for (int i = 0; i < 3 * kNumColors; ++i) {
		_blackPalette[i] = 0;
	}
	setPalette(NULL, 0, kNumColors);
	this->clearScreen();
}

Screen::~Screen() {
	delete _surface;
	delete[] _palette;
	delete[] _blackPalette;
}

/**
 * @brief Sets a part of the palette
 * @param data Pointer to a buffer containing new palette data
 *        start Index of the color where replacement should start
 *        num Number of colors to replace
 */
void Screen::setPalette(const byte *data, uint16 start, uint16 num) {
	Common::MemoryReadStream pal(data ? data : _blackPalette, 3 * kNumColors);
	pal.seek(start * 3);

	// Copy the palette
	for (uint16 i = start; i < start + num; ++i) {
		_palette[i * 3] = pal.readByte();
		_palette[i * 3 + 1] = pal.readByte();
		_palette[i * 3 + 2] = pal.readByte();
	}

	// Shift the palette two bits to the left to make it brighter.  The
	// original game only uses 6-bit colors 0..63.
	for (int i = start * 3; i < (start + num) * 3; ++i) {
		_palette[i] <<= 2;
	}

	_vm->_system->getPaletteManager()->setPalette(_palette, start, num);
}

void Screen::interpolatePalettes(const byte *first, const byte *second, uint16 start, uint16 num, int index, int number) {
	Common::MemoryReadStream firstPal(first ? first : _blackPalette, 3 * kNumColors);
	Common::MemoryReadStream secondPal(second ? second : _blackPalette, 3 * kNumColors);
	firstPal.seek(start * 3);
	secondPal.seek(start * 3);

	// Interpolate the palettes
	for (uint16 i = start; i < start + num; ++i) {
		_palette[i * 3] = interpolate(firstPal.readByte(), secondPal.readByte(), index, number);
		_palette[i * 3 + 1] = interpolate(firstPal.readByte(), secondPal.readByte(), index, number);
		_palette[i * 3 + 2] = interpolate(firstPal.readByte(), secondPal.readByte(), index, number);
	}

	// Shift the palette two bits to the left to make it brighter
	for (int i = start * 3; i < (start + num) * 3; ++i) {
		_palette[i] <<= 2;
	}

	_vm->_system->getPaletteManager()->setPalette(_palette, start, num);
}

int Screen::interpolate(int first, int second, int index, int number) {
	return (second * index + first * (number - index)) / number;
}

/**
 * @brief Copies the current memory screen buffer to the real screen
 */
void Screen::copyToScreen() {
	const Common::List<Common::Rect> *dirtyRects = _surface->getDirtyRects();
	Common::List<Common::Rect>::const_iterator it;

	// If a full update is needed, update the whole screen
	if (_surface->needsFullUpdate()) {
		byte *ptr = (byte *)_surface->getPixels();

		_vm->_system->copyRectToScreen(ptr, kScreenWidth,
			0, 0, kScreenWidth, kScreenHeight);
	} else {
		// Otherwise, update only the dirty rectangles

		for (it = dirtyRects->begin(); it != dirtyRects->end(); ++it) {

			// Pointer to the upper left corner of the rectangle
			byte *ptr = (byte *)_surface->getBasePtr(it->left, it->top);

			_vm->_system->copyRectToScreen(ptr, kScreenWidth,
				it->left, it->top, it->width(), it->height());
		}
	}

	// Call the "real" updateScreen and mark the surface clean
	_vm->_system->updateScreen();
	_surface->markClean();
}

/**
 * @brief Clears the screen
 *
 * Clears the screen and marks the whole screen dirty.
 */
void Screen::clearScreen() {
	byte *ptr = (byte *)_surface->getPixels();

	_surface->markDirty();

	memset(ptr, 0, kScreenWidth * kScreenHeight);
}

} // End of namespace Draci