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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 SSCI.
*/
class GfxFrameout {
friend class GfxTransitions32;
public:
GfxFrameout(SegManager *segMan, GfxPalette32 *palette, GfxTransitions32 *transitions, GfxCursor32 *cursor);
~GfxFrameout();
void clear();
void run();
/**
* Returns true if the game should render at a resolution greater than
* 320x240.
*/
inline bool isHiRes() const { return _isHiRes; }
/**
* Gets the x-resolution used by game scripts.
*/
inline int16 getScriptWidth() const { return _scriptWidth; }
/**
* Gets the y-resolution used by game scripts.
*/
inline int16 getScriptHeight() const { return _scriptHeight; }
/**
* Gets the x-resolution of the output buffer.
*/
inline int16 getScreenWidth() const { return _currentBuffer.w; }
/**
* Gets the y-resolution of the output buffer.
*/
inline int16 getScreenHeight() const { return _currentBuffer.h; }
private:
GfxCursor32 *_cursor;
GfxPalette32 *_palette;
GfxTransitions32 *_transitions;
SegManager *_segMan;
/**
* Whether or not the game should render at a resolution above 320x240.
*/
bool _isHiRes;
/**
* The resolution used by game scripts.
* @see celobj32.h comments on kLowResX/kLowResY.
*/
int16 _scriptWidth, _scriptHeight;
/**
* Determines whether the current game should be rendered in high
* resolution.
*/
bool detectHiRes() const;
#pragma mark -
#pragma mark Screen items
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;
private:
void remapMarkRedraw();
bool getNowSeenRect(const reg_t screenItemObject, Common::Rect &result) const;
#pragma mark -
#pragma mark Planes
public:
/**
* Creates and adds a new plane to the plane list. Ownership of the passed
* object is transferred to GfxFrameout.
*
* @note This method is on Screen in SSCI, 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 SSCI, 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();
private:
/**
* The list of planes (i.e. layers) that will be rendered to the screen on
* the next call to `frameOut`.
*
* @note This field is on `GraphicsMgr.screen` in SSCI.
*/
PlaneList _planes;
/**
* Updates an existing plane with properties from the given VM object.
*/
void updatePlane(Plane &plane);
#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
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.w, _currentBuffer.h, &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);
/**
* Redraws the game screen from the internal frame buffer to the system.
* Used after pixel format changes.
*
* @param skipRect An area of the screen that does not need to be redrawn.
*/
void redrawGameScreen(const Common::Rect &skipRect) const;
#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);
// 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);
Plane *getTopVisiblePlane();
private:
/**
* The last time the hardware screen was updated.
*/
uint32 _lastScreenUpdateTick;
/**
* 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;
/**
* A list of rectangles, in screen coordinates, that represent portions of
* the internal screen buffer that are dirty and should be drawn to the
* hardware display surface.
*
* @note This field is on `GraphicsMgr.screen` in SSCI.
*/
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 SSCI.
*/
int _overdrawThreshold;
/**
* The 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 SSCI.
*/
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 explicitly 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;
}
}
#pragma mark -
#pragma mark Mouse cursor
public:
reg_t kernelIsOnMe(const reg_t object, const Common::Point &position, const bool checkPixel) const;
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(kSciEventPeek);
}
/**
* 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;
#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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