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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 "sherlock/screen.h"
#include "sherlock/sherlock.h"
#include "common/system.h"
#include "common/util.h"
#include "graphics/palette.h"
namespace Sherlock {
Screen::Screen(SherlockEngine *vm) : Surface(SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), _vm(vm),
_backBuffer1(SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT),
_backBuffer2(SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT),
_backBuffer(&_backBuffer1) {
_transitionSeed = 1;
_fadeStyle = false;
_font = nullptr;
_fontHeight = 0;
Common::fill(&_cMap[0], &_cMap[PALETTE_SIZE], 0);
Common::fill(&_sMap[0], &_sMap[PALETTE_SIZE], 0);
setFont(1);
// Set dummy surface used for restricted scene drawing
_sceneSurface.format = Graphics::PixelFormat::createFormatCLUT8();
_sceneSurface.pitch = SHERLOCK_SCREEN_WIDTH;
}
Screen::~Screen() {
delete _font;
}
/**
* Set the font to use for writing text on the screen
*/
void Screen::setFont(int fontNumb) {
// Interactive demo doesn't use fonts
if (!_vm->_interactiveFl)
return;
_fontNumber = fontNumb;
Common::String fname = Common::String::format("FONT%d.VGS", fontNumb + 1);
// Discard any previous font and read in new one
delete _font;
_font = new ImageFile(fname);
// Iterate through the frames to find the tallest font character
_fontHeight = 0;
for (uint idx = 0; idx < _font->size(); ++idx)
_fontHeight = MAX((uint16)_fontHeight, (*_font)[idx]._frame.h);
}
/**
* Handles updating any dirty areas of the screen Surface object to the physical screen
*/
void Screen::update() {
// Merge the dirty rects
mergeDirtyRects();
// Loop through copying dirty areas to the physical screen
Common::List<Common::Rect>::iterator i;
for (i = _dirtyRects.begin(); i != _dirtyRects.end(); ++i) {
const Common::Rect &r = *i;
const byte *srcP = (const byte *)getBasePtr(r.left, r.top);
g_system->copyRectToScreen(srcP, this->pitch, r.left, r.top,
r.width(), r.height());
}
// Signal the physical screen to update
g_system->updateScreen();
_dirtyRects.clear();
}
/**
* Return the currently active palette
*/
void Screen::getPalette(byte palette[PALETTE_SIZE]) {
g_system->getPaletteManager()->grabPalette(palette, 0, PALETTE_COUNT);
}
/**
* Set the palette
*/
void Screen::setPalette(const byte palette[PALETTE_SIZE]) {
g_system->getPaletteManager()->setPalette(palette, 0, PALETTE_COUNT);
}
/**
* Fades from the currently active palette to the passed palette
*/
int Screen::equalizePalette(const byte palette[PALETTE_SIZE]) {
int total = 0;
byte tempPalette[PALETTE_SIZE];
getPalette(tempPalette);
// For any palette component that doesn't already match the given destination
// palette, change by 1 towards the reference palette component
for (int idx = 0; idx < PALETTE_SIZE; ++idx) {
if (tempPalette[idx] > palette[idx]) {
tempPalette[idx] = MAX((int)palette[idx], (int)tempPalette[idx] - 4);
++total;
} else if (tempPalette[idx] < palette[idx]) {
tempPalette[idx] = MIN((int)palette[idx], (int)tempPalette[idx] + 4);
++total;
}
}
if (total > 0)
// Palette changed, so reload it
setPalette(tempPalette);
return total;
}
/**
* Fade out the palette to black
*/
void Screen::fadeToBlack(int speed) {
byte tempPalette[PALETTE_SIZE];
Common::fill(&tempPalette[0], &tempPalette[PALETTE_SIZE], 0);
while (equalizePalette(tempPalette)) {
_vm->_events->delay(15 * speed);
}
setPalette(tempPalette);
fillRect(Common::Rect(0, 0, this->w, this->h), 0);
}
/**
* Fade in a given palette
*/
void Screen::fadeIn(const byte palette[PALETTE_SIZE], int speed) {
int count = 50;
while (equalizePalette(palette) && --count) {
_vm->_events->delay(15 * speed);
}
setPalette(palette);
}
/**
* Adds a rectangle to the list of modified areas of the screen during the
* current frame
*/
void Screen::addDirtyRect(const Common::Rect &r) {
_dirtyRects.push_back(r);
assert(r.width() > 0 && r.height() > 0);
}
/**
* Merges together overlapping dirty areas of the screen
*/
void Screen::mergeDirtyRects() {
Common::List<Common::Rect>::iterator rOuter, rInner;
// Process the dirty rect list to find any rects to merge
for (rOuter = _dirtyRects.begin(); rOuter != _dirtyRects.end(); ++rOuter) {
rInner = rOuter;
while (++rInner != _dirtyRects.end()) {
if ((*rOuter).intersects(*rInner)) {
// these two rectangles overlap or
// are next to each other - merge them
unionRectangle(*rOuter, *rOuter, *rInner);
// remove the inner rect from the list
_dirtyRects.erase(rInner);
// move back to beginning of list
rInner = rOuter;
}
}
}
}
/**
* Returns the union of two dirty area rectangles
*/
bool Screen::unionRectangle(Common::Rect &destRect, const Common::Rect &src1, const Common::Rect &src2) {
destRect = src1;
destRect.extend(src2);
return !destRect.isEmpty();
}
/**
* Do a random pixel transition in from _backBuffer surface to the screen
*/
void Screen::randomTransition() {
Events &events = *_vm->_events;
const int TRANSITION_MULTIPLIER = 0x15a4e35;
_dirtyRects.clear();
for (int idx = 0; idx <= 65535 && !_vm->shouldQuit(); ++idx) {
_transitionSeed = _transitionSeed * TRANSITION_MULTIPLIER + 1;
int offset = _transitionSeed & 0xFFFF;
if (offset < (SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCREEN_HEIGHT))
*((byte *)getPixels() + offset) = *((const byte *)_backBuffer->getPixels() + offset);
if (idx != 0 && (idx % 300) == 0) {
// Ensure there's a full screen dirty rect for the next frame update
if (_dirtyRects.empty())
addDirtyRect(Common::Rect(0, 0, this->w, this->h));
events.pollEvents();
events.delay(1);
}
}
// Make sure everything has been transferred
blitFrom(*_backBuffer);
}
/**
* Transition to the surface from _backBuffer using a vertical transition
*/
void Screen::verticalTransition() {
Events &events = *_vm->_events;
byte table[SHERLOCK_SCREEN_WIDTH];
Common::fill(&table[0], &table[SHERLOCK_SCREEN_WIDTH], 0);
for (int yp = 0; yp < SHERLOCK_SCREEN_HEIGHT; ++yp) {
for (int xp = 0; xp < SHERLOCK_SCREEN_WIDTH; ++xp) {
int temp = (table[xp] >= 197) ? SHERLOCK_SCREEN_HEIGHT - table[xp] :
_vm->getRandomNumber(3) + 1;
if (temp) {
blitFrom(_backBuffer1, Common::Point(xp, table[xp]),
Common::Rect(xp, table[xp], xp + 1, table[xp] + temp));
table[xp] += temp;
}
}
events.delay(10);
}
}
/**
* Copies a section of the second back buffer into the main back buffer
*/
void Screen::restoreBackground(const Common::Rect &r) {
if (r.width() > 0 && r.height() > 0) {
Common::Rect tempRect = r;
tempRect.clip(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
if (tempRect.isValidRect())
_backBuffer1.blitFrom(_backBuffer2, Common::Point(tempRect.left, tempRect.top), tempRect);
}
}
/**
* Copies a given area to the screen
*/
void Screen::slamArea(int16 xp, int16 yp, int16 width, int16 height) {
slamRect(Common::Rect(xp, yp, xp + width, yp + height));
}
/**
* Copies a given area to the screen
*/
void Screen::slamRect(const Common::Rect &r) {
if (r.width() && r.height() > 0) {
Common::Rect tempRect = r;
tempRect.clip(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
if (tempRect.isValidRect())
blitFrom(*_backBuffer, Common::Point(tempRect.left, tempRect.top), tempRect);
}
}
/**
* Copy an image from the back buffer to the screen, taking care of both the
* new area covered by the shape as well as the old area, which must be restored
*/
void Screen::flushImage(ImageFrame *frame, const Common::Point &pt,
int16 *xp, int16 *yp, int16 *width, int16 *height) {
Common::Point imgPos = pt + frame->_offset;
Common::Rect newBounds(imgPos.x, imgPos.y, imgPos.x + frame->_frame.w, imgPos.y + frame->_frame.h);
Common::Rect oldBounds(*xp, *yp, *xp + *width, *yp + *height);
// See if the areas of the old and new overlap, and if so combine the areas
if (newBounds.intersects(oldBounds)) {
Common::Rect mergedBounds = newBounds;
mergedBounds.extend(oldBounds);
mergedBounds.right += 1;
mergedBounds.bottom += 1;
slamRect(mergedBounds);
} else {
// The two areas are independent, so copy them both
slamRect(newBounds);
slamRect(oldBounds);
}
*xp = newBounds.left;
*yp = newBounds.top;
*width = newBounds.width();
*height = newBounds.height();
}
/**
* Prints the text passed onto the back buffer at the given position and color.
* The string is then blitted to the screen
*/
void Screen::print(const Common::Point &pt, byte color, const char *formatStr, ...) {
// Create the string to display
va_list args;
va_start(args, formatStr);
Common::String str = Common::String::vformat(formatStr, args);
va_end(args);
// Figure out area to draw text in
Common::Point pos = pt;
int width = stringWidth(str);
pos.y--; // Font is always drawing one line higher
if (!pos.x)
// Center text horizontally
pos.x = (SHERLOCK_SCREEN_WIDTH - width) / 2;
Common::Rect textBounds(pos.x, pos.y, pos.x + width, pos.y + _fontHeight);
if (textBounds.right > SHERLOCK_SCREEN_WIDTH)
textBounds.moveTo(SHERLOCK_SCREEN_WIDTH - width, textBounds.top);
if (textBounds.bottom > SHERLOCK_SCREEN_HEIGHT)
textBounds.moveTo(textBounds.left, SHERLOCK_SCREEN_HEIGHT - _fontHeight);
// Write out the string at the given position
writeString(str, Common::Point(textBounds.left, textBounds.top), color);
// Copy the affected area to the screen
slamRect(textBounds);
}
/**
* Print a strings onto the back buffer without blitting it to the screen
*/
void Screen::gPrint(const Common::Point &pt, byte color, const char *formatStr, ...) {
// Create the string to display
va_list args;
va_start(args, formatStr);
Common::String str = Common::String::vformat(formatStr, args);
va_end(args);
// Print the text
writeString(str, pt, color);
}
/**
* Returns the width of a string in pixels
*/
int Screen::stringWidth(const Common::String &str) {
int width = 0;
for (const char *c = str.c_str(); *c; ++c)
width += charWidth(*c);
return width;
}
/**
* Returns the width of a character in pixels
*/
int Screen::charWidth(char c) {
if (c == ' ')
return 5;
else if (c > ' ' && c <= '~')
return (*_font)[c - 33]._frame.w + 1;
else
return 0;
}
/**
* Draws the given string into the back buffer using the images stored in _font
*/
void Screen::writeString(const Common::String &str, const Common::Point &pt, byte color) {
Common::Point charPos = pt;
for (const char *c = str.c_str(); *c; ++c) {
if (*c == ' ')
charPos.x += 5;
else {
assert(*c > ' ' && *c <= '~');
ImageFrame &frame = (*_font)[*c - 33];
_backBuffer->transBlitFrom(frame, charPos, false, color);
charPos.x += frame._frame.w + 1;
}
}
}
/**
* Fills an area on the back buffer, and then copies it to the screen
*/
void Screen::vgaBar(const Common::Rect &r, int color) {
_backBuffer->fillRect(r, color);
slamRect(r);
}
/**
* Draws a button for use in the inventory, talk, and examine dialogs.
*/
void Screen::makeButton(const Common::Rect &bounds, int textX,
const Common::String &str) {
Surface &bb = *_backBuffer;
bb.fillRect(Common::Rect(bounds.left, bounds.top, bounds.right, bounds.top + 1), BUTTON_TOP);
bb.fillRect(Common::Rect(bounds.left, bounds.top, bounds.left + 1, bounds.bottom), BUTTON_TOP);
bb.fillRect(Common::Rect(bounds.right - 1, bounds.top, bounds.right, bounds.bottom), BUTTON_BOTTOM);
bb.fillRect(Common::Rect(bounds.left + 1, bounds.bottom - 1, bounds.right, bounds.bottom), BUTTON_BOTTOM);
bb.fillRect(Common::Rect(bounds.left + 1, bounds.top + 1, bounds.right - 1, bounds.bottom - 1), BUTTON_MIDDLE);
gPrint(Common::Point(textX, bounds.top), COMMAND_HIGHLIGHTED, "%c", str[0]);
gPrint(Common::Point(textX + charWidth(str[0]), bounds.top),
COMMAND_FOREGROUND, "%s", str.c_str() + 1);
}
/**
* Prints an interface command with the first letter highlighted to indicate
* what keyboard shortcut is associated with it
*/
void Screen::buttonPrint(const Common::Point &pt, byte color, bool slamIt,
const Common::String &str) {
int xStart = pt.x - stringWidth(str) / 2;
if (color == COMMAND_FOREGROUND) {
// First character needs to be highlighted
if (slamIt) {
print(Common::Point(xStart, pt.y + 1), COMMAND_HIGHLIGHTED, "%c", str[0]);
print(Common::Point(xStart + charWidth(str[0]), pt.y + 1),
COMMAND_FOREGROUND, str.c_str() + 1);
} else {
gPrint(Common::Point(xStart, pt.y), COMMAND_HIGHLIGHTED, "%c", str[0]);
gPrint(Common::Point(xStart + charWidth(str[0]), pt.y),
COMMAND_FOREGROUND, str.c_str() + 1);
}
} else if (slamIt) {
print(Common::Point(xStart, pt.y + 1), color, str.c_str());
} else {
gPrint(Common::Point(xStart, pt.y), color, str.c_str());
}
}
/**
* Draw a panel in the back buffer with a raised area effect around the edges
*/
void Screen::makePanel(const Common::Rect &r) {
_backBuffer->fillRect(r, BUTTON_MIDDLE);
_backBuffer->hLine(r.left, r.top, r.right - 2, BUTTON_TOP);
_backBuffer->hLine(r.left + 1, r.top + 1, r.right - 3, BUTTON_TOP);
_backBuffer->vLine(r.left, r.top, r.bottom - 1, BUTTON_TOP);
_backBuffer->vLine(r.left + 1, r.top + 1, r.bottom - 2, BUTTON_TOP);
_backBuffer->vLine(r.right - 1, r.top, r.bottom - 1, BUTTON_BOTTOM);
_backBuffer->vLine(r.right - 2, r.top + 1, r.bottom - 2, BUTTON_BOTTOM);
_backBuffer->hLine(r.left, r.bottom - 1, r.right - 1, BUTTON_BOTTOM);
_backBuffer->hLine(r.left + 1, r.bottom - 2, r.right - 1, BUTTON_BOTTOM);
}
/**
* Draw a field in the back buffer with a raised area effect around the edges,
* suitable for text input.
*/
void Screen::makeField(const Common::Rect &r) {
_backBuffer->fillRect(r, BUTTON_MIDDLE);
_backBuffer->hLine(r.left, r.top, r.right - 1, BUTTON_BOTTOM);
_backBuffer->hLine(r.left + 1, r.bottom - 1, r.right - 1, BUTTON_TOP);
_backBuffer->vLine(r.left, r.top + 1, r.bottom - 1, BUTTON_BOTTOM);
_backBuffer->vLine(r.right - 1, r.top + 1, r.bottom - 2, BUTTON_TOP);
}
/**
* Sets the active back buffer pointer to a restricted sub-area of the first back buffer
*/
void Screen::setDisplayBounds(const Common::Rect &r) {
assert(r.left == 0 && r.top == 0);
_sceneSurface.setPixels(_backBuffer1.getPixels());
_sceneSurface.w = r.width();
_sceneSurface.h = r.height();
_backBuffer = &_sceneSurface;
}
/**
* Resets the active buffer pointer to point back to the full first back buffer
*/
void Screen::resetDisplayBounds() {
_backBuffer = &_backBuffer1;
}
/**
* Return the size of the current display window
*/
Common::Rect Screen::getDisplayBounds() {
return (_backBuffer == &_sceneSurface) ? Common::Rect(0, 0, _sceneSurface.w, _sceneSurface.h) :
Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
}
/**
* Synchronize the data for a savegame
*/
void Screen::synchronize(Common::Serializer &s) {
int fontNumb = _fontNumber;
s.syncAsByte(fontNumb);
if (s.isLoading())
setFont(fontNumb);
}
} // End of namespace Sherlock
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