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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.
*
*/
#ifndef SCI_GRAPHICS_FRAMEOUT_H
#define SCI_GRAPHICS_FRAMEOUT_H
#include "engines/util.h" // for initGraphics
#include "sci/event.h"
#include "sci/graphics/plane32.h"
#include "sci/graphics/screen_item32.h"
namespace Sci {
typedef Common::Array<DrawList> ScreenItemListList;
typedef Common::Array<RectList> EraseListList;
class GfxCursor32;
class GfxTransitions32;
struct PlaneShowStyle;
/**
* Frameout class, kFrameout and relevant functions for SCI32 games.
* Roughly equivalent to GraphicsMgr in the actual SCI engine.
*/
class GfxFrameout {
friend class GfxTransitions32;
private:
GfxCursor32 *_cursor;
GfxPalette32 *_palette;
SegManager *_segMan;
/**
* Determines whether the current game should be rendered in
* high resolution.
*/
bool gameIsHiRes() const;
public:
GfxFrameout(SegManager *segMan, GfxPalette32 *palette, GfxTransitions32 *transitions, GfxCursor32 *cursor);
~GfxFrameout();
bool _isHiRes;
void clear();
void run();
#pragma mark -
#pragma mark Screen items
private:
void remapMarkRedraw();
bool getNowSeenRect(const reg_t screenItemObject, Common::Rect &result) const;
public:
/**
* Adds a screen item.
*/
void addScreenItem(ScreenItem &screenItem) const;
/**
* Updates a screen item.
*/
void updateScreenItem(ScreenItem &screenItem) const;
/**
* Deletes a screen item.
*/
void deleteScreenItem(ScreenItem &screenItem);
/**
* Deletes a screen item from the given plane.
*/
void deleteScreenItem(ScreenItem &screenItem, Plane &plane);
/**
* Deletes a screen item from the given plane.
*/
void deleteScreenItem(ScreenItem &screenItem, const reg_t plane);
void kernelAddScreenItem(const reg_t object);
void kernelUpdateScreenItem(const reg_t object);
void kernelDeleteScreenItem(const reg_t object);
bool kernelSetNowSeen(const reg_t screenItemObject) const;
int16 kernelObjectIntersect(const reg_t object1, const reg_t object2) const;
#pragma mark -
#pragma mark Planes
private:
/**
* The list of planes (i.e. layers) that have been added
* to the screen.
*
* @note This field is on `GraphicsMgr.screen` in SCI
* engine.
*/
PlaneList _planes;
/**
* Updates an existing plane with properties from the
* given VM object.
*/
void updatePlane(Plane &plane);
public:
/**
* Creates and adds a new plane to the plane list, or
* cancels deletion and updates an already-existing
* plane if a plane matching the given plane VM object
* already exists within the current plane list.
*
* @note This method is on Screen in SCI engine, but it
* is only ever called on `GraphicsMgr.screen`.
*/
void addPlane(Plane &plane);
/**
* Deletes a plane within the current plane list.
*
* @note This method is on Screen in SCI engine, but it
* is only ever called on `GraphicsMgr.screen`.
*/
void deletePlane(Plane &plane);
const PlaneList &getPlanes() const {
return _planes;
}
const PlaneList &getVisiblePlanes() const {
return _visiblePlanes;
}
void kernelAddPlane(const reg_t object);
void kernelUpdatePlane(const reg_t object);
void kernelDeletePlane(const reg_t object);
void kernelMovePlaneItems(const reg_t object, const int16 deltaX, const int16 deltaY, const bool scrollPics);
int16 kernelGetHighPlanePri();
#pragma mark -
#pragma mark Pics
public:
void kernelAddPicAt(const reg_t planeObject, const GuiResourceId pictureId, const int16 pictureX, const int16 pictureY, const bool mirrorX, const bool deleteDuplicate);
#pragma mark -
#pragma mark Rendering
private:
/**
* The last time the hardware screen was updated.
*/
uint32 _lastScreenUpdateTick;
GfxTransitions32 *_transitions;
/**
* State tracker to provide more accurate 60fps
* video throttling.
*/
uint8 _throttleState;
/**
* The internal display pixel buffer. During frameOut,
* this buffer is drawn into according to the draw and
* erase rects calculated by `calcLists`, then drawn out
* to the hardware surface according to the `_showList`
* rects (which are also calculated by `calcLists`).
*/
Buffer _currentBuffer;
/**
* When true, a change to the remap zone in the palette
* has occurred and screen items with remap data need to
* be redrawn.
*/
bool _remapOccurred;
/**
* TODO: Document
* TODO: Depending upon if the engine ever modifies this
* rect, it may be stupid to store it separately instead
* of just getting width/height from GfxScreen.
*
* @note This field is on `GraphicsMgr.screen` in SCI
* engine.
*/
Common::Rect _screenRect;
/**
* A list of rectangles, in display coordinates, that
* represent portions of the internal screen buffer that
* should be drawn to the hardware display surface.
*
* @note This field is on `GraphicsMgr.screen` in SCI
* engine.
*/
RectList _showList;
/**
* The amount of extra overdraw that is acceptable when
* merging two show list rectangles together into a
* single larger rectangle.
*
* @note This field is on `GraphicsMgr.screen` in SCI
* engine.
*/
int _overdrawThreshold;
/**
* A list of planes that are currently drawn to the
* hardware display surface. Used to calculate
* differences in plane properties between the last
* frame and current frame.
*
* @note This field is on `GraphicsMgr.visibleScreen` in
* SCI engine.
*/
PlaneList _visiblePlanes;
/**
* Calculates the location and dimensions of dirty rects
* over the entire screen for rendering the next frame.
* The draw and erase lists in `drawLists` and
* `eraseLists` each represent one plane on the screen.
* The optional `eraseRect` argument allows a specific
* area of the screen to be erased.
*/
void calcLists(ScreenItemListList &drawLists, EraseListList &eraseLists, const Common::Rect &eraseRect = Common::Rect());
/**
* Erases the areas in the given erase list from the
* visible screen buffer by filling them with the color
* from the corresponding plane. This is an optimisation
* for colored-type planes only; other plane types have
* to be redrawn from pixel data.
*/
void drawEraseList(const RectList &eraseList, const Plane &plane);
/**
* Draws all screen items from the given draw list to
* the visible screen buffer.
*/
void drawScreenItemList(const DrawList &screenItemList);
/**
* Adds a new rectangle to the list of regions to write
* out to the hardware. The provided rect may be merged
* into an existing rectangle to reduce the number of
* blit operations.
*/
void mergeToShowList(const Common::Rect &drawRect, RectList &showList, const int overdrawThreshold);
/**
* Sends all dirty rects from the internal frame buffer to the backend,
* then updates the hardware screen.
*/
void showBits();
/**
* Validates whether the given palette index in the
* style range should copy a color from the next
* palette to the source palette during a palette
* morph operation.
*/
inline bool validZeroStyle(const uint8 style, const int i) const {
if (style != 0) {
return false;
}
// TODO: Cannot check Shivers or MGDX until those executables can be
// unwrapped
switch (g_sci->getGameId()) {
case GID_KQ7:
case GID_PHANTASMAGORIA:
case GID_SQ6:
return (i > 71 && i < 104);
break;
default:
return true;
}
}
public:
/**
* Updates the hardware screen, no more than once per tick.
*
* @param delta An additional number of ticks that should elapse
* since the last time the screen was updated before it gets updated now.
* This is used for updating the screen within run_vm, where we normally
* expect that a call to kFrameOut will occur later during the current
* frame, but if it does not, then update the screen on the second frame
* anyway since the game is doing something bad.
*/
void updateScreen(const int delta = 0);
/**
* Resets the pixel format of the hardware surface to the given format.
*/
void setPixelFormat(const Graphics::PixelFormat &format) const {
initGraphics(_currentBuffer.screenWidth, _currentBuffer.screenHeight, _isHiRes, &format);
}
/**
* Whether or not to throttle kFrameOut calls.
*/
bool _throttleKernelFrameOut;
/**
* Whether palMorphFrameOut should be used instead of
* frameOut for rendering. Used by kMorphOn to
* explicitly enable palMorphFrameOut for one frame.
*/
bool _palMorphIsOn;
inline const Buffer &getCurrentBuffer() const {
return _currentBuffer;
}
void kernelFrameOut(const bool showBits);
/**
* Throttles the engine as necessary to maintain
* 60fps output.
*/
void throttle();
/**
* Updates the internal screen buffer for the next
* frame. If `shouldShowBits` is true, also sends the
* buffer to hardware. If `eraseRect` is non-empty,
* it is added to the erase list for this frame.
*/
void frameOut(const bool shouldShowBits, const Common::Rect &eraseRect = Common::Rect());
/**
* TODO: Documentation
*/
void palMorphFrameOut(const int8 *styleRanges, PlaneShowStyle *showStyle);
/**
* Draws the given rect from the internal screen buffer to hardware without
* processing any other graphics updates except for cursor changes.
*/
void directFrameOut(const Common::Rect &showRect);
#ifdef USE_RGB_COLOR
/**
* Sends the entire internal screen buffer and palette to hardware.
*/
void resetHardware();
#endif
/**
* Modifies the raw pixel data for the next frame with
* new palette indexes based on matched style ranges.
*/
void alterVmap(const Palette &palette1, const Palette &palette2, const int8 style, const int8 *const styleRanges);
// NOTE: This function is used within ScreenItem subsystem and assigned
// to various booleanish fields that seem to represent the state of the
// screen item (created, updated, deleted). In GK1/DOS, Phant1/m68k,
// SQ6/DOS, SQ6/Win, and Phant2/Win, this function simply returns 1. If
// you know of any game/environment where this function returns some
// value other than 1, or if you used to work at Sierra and can explain
// why this is a thing (and if anyone needs to care about it), please
// open a ticket!!
inline int getScreenCount() const {
return 1;
};
/**
* Shakes the screen.
*/
void shakeScreen(const int16 numShakes, const ShakeDirection direction);
#pragma mark -
#pragma mark Mouse cursor
private:
void updateMousePositionForRendering() const {
// In SSCI, mouse events were received via hardware interrupt, so the
// mouse cursor would always get updated immediately when the user moved
// the mouse. ScummVM must poll for mouse events from the backend
// instead, so we poll just before rendering so that the latest mouse
// position is rendered instead of whatever position it was at the last
// time kGetEvent was called. Without this, the mouse appears stuck
// during loops that do not make calls to kGetEvent, like transitions.
g_sci->getEventManager()->getSciEvent(SCI_EVENT_PEEK);
}
/**
* Determines whether or not the point given by
* `position` is inside of the given screen item.
*/
bool isOnMe(const ScreenItem &screenItem, const Plane &plane, const Common::Point &position, const bool checkPixel) const;
public:
reg_t kernelIsOnMe(const reg_t object, const Common::Point &position, const bool checkPixel) const;
#pragma mark -
#pragma mark Debugging
public:
void printPlaneList(Console *con) const;
void printVisiblePlaneList(Console *con) const;
void printPlaneListInternal(Console *con, const PlaneList &planeList) const;
void printPlaneItemList(Console *con, const reg_t planeObject) const;
void printVisiblePlaneItemList(Console *con, const reg_t planeObject) const;
void printPlaneItemListInternal(Console *con, const ScreenItemList &screenItemList) const;
};
} // End of namespace Sci
#endif
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