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/* 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 "illusions/spritedrawqueue.h"
namespace Illusions {
SpriteDrawQueue::SpriteDrawQueue(IllusionsEngine *vm)
: _vm(vm) {
}
SpriteDrawQueue::~SpriteDrawQueue() {
}
bool SpriteDrawQueue::draw(SpriteDrawQueueItem *item) {
// Check if the sprite has finished decompressing
if (item->_kind != 0 && (*item->_drawFlags & 1)) {
insert(item, item->_priority);
return false;
}
if (!_vm->isDisplayOn()) {
if (item->_drawFlags)
*item->_drawFlags &= ~4;
return true;
}
Common::Rect srcRect, dstRect;
// Check if the sprite is on-screen
if (!calcItemRect(item, srcRect, dstRect))
return true;
_backSurface = _vm->getBackSurface();
if (item->_scale == 100) {
if (item->_flags & 1)
drawSurface10(dstRect.left, dstRect.top, item->_surface, srcRect, _vm->getColorKey2());
else
drawSurface11(dstRect.left, dstRect.top, item->_surface, srcRect);
} else {
if (item->_flags & 1)
drawSurface20(dstRect, item->_surface, srcRect, _vm->getColorKey2());
else
drawSurface21(dstRect, item->_surface, srcRect);
}
if (item->_drawFlags)
*item->_drawFlags &= ~4;
return true;
}
void SpriteDrawQueue::insertSprite(byte *drawFlags, Graphics::Surface *surface, WidthHeight &dimensions,
Common::Point &drawPosition, Common::Point &controlPosition, int priority, int16 scale, uint16 flags) {
SpriteDrawQueueItem *item = new SpriteDrawQueueItem();
item->_drawFlags = drawFlags;
*item->_drawFlags &= 4;
item->_surface = surface;
item->_dimensions = dimensions;
item->_controlPosition = controlPosition;
item->_scale = scale;
item->_priority = priority;
item->_drawPosition = drawPosition;
item->_kind = 1;
item->_flags = flags;
insert(item, priority);
}
void SpriteDrawQueue::insertSurface(Graphics::Surface *surface, WidthHeight &dimensions,
Common::Point &drawPosition, int priority) {
SpriteDrawQueueItem *item = new SpriteDrawQueueItem();
item->_surface = surface;
item->_dimensions = dimensions;
item->_drawFlags = 0;
item->_kind = 0;
item->_drawPosition.x = -drawPosition.x;
item->_drawPosition.y = -drawPosition.y;
item->_controlPosition.x = 0;
item->_controlPosition.y = 0;
item->_flags = 0;
item->_scale = 100;
item->_priority = priority << 16;
insert(item, priority);
}
void SpriteDrawQueue::insertTextSurface(Graphics::Surface *surface, WidthHeight &dimensions,
Common::Point &drawPosition, int priority) {
SpriteDrawQueueItem *item = new SpriteDrawQueueItem();
item->_surface = surface;
item->_drawPosition = drawPosition;
item->_dimensions = dimensions;
item->_drawFlags = 0;
item->_kind = 0;
item->_controlPosition.x = 0;
item->_controlPosition.y = 0;
item->_flags = 0;
item->_priority = priority;
item->_scale = 100;
insert(item, priority);
}
void SpriteDrawQueue::insert(SpriteDrawQueueItem *item, int priority) {
SpriteDrawQueueListIterator insertionPos = Common::find_if(_queue.begin(), _queue.end(),
FindInsertionPosition(priority));
_queue.insert(insertionPos, item);
}
bool SpriteDrawQueue::calcItemRect(SpriteDrawQueueItem *item, Common::Rect &srcRect, Common::Rect &dstRect) {
srcRect.left = 0;
srcRect.top = 0;
srcRect.right = item->_dimensions._width;
srcRect.bottom = item->_dimensions._height;
dstRect.left = item->_drawPosition.x - item->_scale * item->_controlPosition.x / 100;
dstRect.top = item->_drawPosition.y - item->_scale * item->_controlPosition.y / 100;
dstRect.right = item->_drawPosition.x + item->_scale * (item->_dimensions._width - item->_controlPosition.x) / 100;
dstRect.bottom = item->_drawPosition.y + item->_scale * (item->_dimensions._height - item->_controlPosition.y) / 100;
/* CHECKME This seems to be unused basically and only called from debug code
Left here just in case...
if (gfx_seemsAlways0) {
dstRect.left += screenOffsetPt.x;
dstRect.right = screenOffsetPt.x + dstRect.right;
dstRect.top = screenOffsetPt.y + dstRect.top;
dstRect.bottom = screenOffsetPt.y + dstRect.bottom;
}
*/
// Check if the sprite is on-screen
if (dstRect.left >= 640 || dstRect.right <= 0 || dstRect.top >= 480 || dstRect.bottom <= 0)
return false;
// Clip the sprite rect if neccessary
if (dstRect.left < 0) {
srcRect.left += -100 * dstRect.left / item->_scale;
dstRect.left = 0;
}
if (dstRect.top < 0) {
srcRect.top += -100 * dstRect.top / item->_scale;
dstRect.top = 0;
}
if (dstRect.right > 640) {
srcRect.right += 100 * (640 - dstRect.right) / item->_scale;
dstRect.right = 640;
}
if (dstRect.bottom > 480) {
srcRect.bottom += 100 * (480 - dstRect.bottom) / item->_scale;
dstRect.bottom = 480;
}
return true;
}
void SpriteDrawQueue::drawSurface10(int16 destX, int16 destY, Graphics::Surface *surface, Common::Rect &srcRect, uint16 colorKey) {
// TODO
}
void SpriteDrawQueue::drawSurface11(int16 destX, int16 destY, Graphics::Surface *surface, Common::Rect &srcRect) {
// TODO
}
void SpriteDrawQueue::drawSurface20(Common::Rect &dstRect, Graphics::Surface *surface, Common::Rect &srcRect, uint16 colorKey) {
// TODO
}
void SpriteDrawQueue::drawSurface21(Common::Rect &dstRect, Graphics::Surface *surface, Common::Rect &srcRect) {
// TODO
}
} // End of namespace Illusions
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