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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 "engines/util.h"
#include "sludge/backdrop.h"
#include "sludge/event.h"
#include "sludge/freeze.h"
#include "sludge/graphics.h"
#include "sludge/newfatal.h"
#include "sludge/sludge.h"
#include "sludge/sludger.h"
#include "sludge/sprites.h"
#include "sludge/sprbanks.h"
#include "sludge/zbuffer.h"
namespace Sludge {
GraphicsManager::GraphicsManager(SludgeEngine *vm) {
_vm = vm;
// Init screen surface
_winWidth = _sceneWidth = 640;
_winHeight = _sceneHeight = 480;
// LightMap
_lightMapMode = LIGHTMAPMODE_PIXEL;
_lightMapNumber = 0;
// Parallax
_parallaxStuff = new Parallax;
// Camera
_cameraZoom = 1.0;
_cameraX = _cameraY = 0;
// Freeze
_frozenStuff = nullptr;
// Back drop
_backdropExists = false;
// Sprites
_spriteLayers = new SpriteLayers;
_spriteLayers->numLayers = 0;
// Sprite Bank
_allLoadedBanks.clear();
// ZBuffer
_zBuffer = new ZBufferData;
_zBuffer->originalNum = -1;
_zBuffer->sprites = nullptr;
// Colors
_currentBlankColour = _renderSurface.format.ARGBToColor(255, 0, 0, 0);
_currentBurnR = 0;
_currentBurnG = 0;
_currentBurnB = 0;
}
GraphicsManager::~GraphicsManager() {
// kill parallax
killParallax();
delete _parallaxStuff;
_parallaxStuff = nullptr;
// kill frozen stuff
FrozenStuffStruct *killMe = _frozenStuff;
while (killMe) {
_frozenStuff = _frozenStuff->next;
if (killMe->backdropSurface.getPixels())
killMe->backdropSurface.free();
if (killMe->lightMapSurface.getPixels())
killMe->lightMapSurface.free();
delete killMe;
killMe = nullptr;
killMe = _frozenStuff;
}
// kill sprite layers
killSpriteLayers();
delete _spriteLayers;
_spriteLayers = nullptr;
// kill sprite banks
LoadedSpriteBanks::iterator it;
for (it = _allLoadedBanks.begin(); it != _allLoadedBanks.end(); ++it) {
delete (*it);
(*it) = nullptr;
}
_allLoadedBanks.clear();
// kill zbuffer
killZBuffer();
delete _zBuffer;
_zBuffer = nullptr;
// kill surfaces
if (_renderSurface.getPixels())
_renderSurface.free();
if (_snapshotSurface.getPixels())
_snapshotSurface.free();
if (_backdropSurface.getPixels())
_backdropSurface.free();
if (_origBackdropSurface.getPixels())
_origBackdropSurface.free();
}
bool GraphicsManager::init() {
initGraphics(_winWidth, _winHeight, true, _vm->getScreenPixelFormat());
_renderSurface.create(_winWidth, _winHeight, *_vm->getScreenPixelFormat());
if (!killResizeBackdrop(_winWidth, _winHeight))
return fatal("Couldn't allocate memory for backdrop");
return true;
}
void GraphicsManager::display() {
g_system->copyRectToScreen((byte *)_renderSurface.getPixels(), _renderSurface.pitch, 0, 0, _renderSurface.w, _renderSurface.h);
g_system->updateScreen();
}
void GraphicsManager::clear() {
_renderSurface.fillRect(Common::Rect(0, 0, _backdropSurface.w, _backdropSurface.h),
_renderSurface.format.RGBToColor(0, 0, 0));
}
bool GraphicsManager::loadParallax(uint16 v, uint16 fracX, uint16 fracY) {
if (!_parallaxStuff)
_parallaxStuff = new Parallax;
return _parallaxStuff->add(v, fracX, fracY);
}
void GraphicsManager::killParallax() {
if (!_parallaxStuff)
return;
_parallaxStuff->kill();
}
void GraphicsManager::saveParallax(Common::WriteStream *fp) {
if (_parallaxStuff)
_parallaxStuff->save(fp);
}
void GraphicsManager::drawParallax() {
if (_parallaxStuff)
_parallaxStuff->draw();
}
void GraphicsManager::aimCamera(int cameraX, int cameraY) {
_cameraX = cameraX;
_cameraY = cameraY;
_cameraX -= (float)(_winWidth >> 1) / _cameraZoom;
_cameraY -= (float)(_winHeight >> 1) / _cameraZoom;
if (_cameraX < 0)
_cameraX = 0;
else if (_cameraX > _sceneWidth - (float)_winWidth / _cameraZoom)
_cameraX = _sceneWidth - (float)_winWidth / _cameraZoom;
if (_cameraY < 0)
_cameraY = 0;
else if (_cameraY > _sceneHeight - (float)_winHeight / _cameraZoom)
_cameraY = _sceneHeight - (float)_winHeight / _cameraZoom;
}
void GraphicsManager::zoomCamera(int z) {
_vm->_evtMan->mouseX() = _vm->_evtMan->mouseX() * _cameraZoom;
_vm->_evtMan->mouseY() = _vm->_evtMan->mouseY() * _cameraZoom;
_cameraZoom = (float)z * 0.01;
if ((float)_winWidth / _cameraZoom > _sceneWidth)
_cameraZoom = (float)_winWidth / _sceneWidth;
if ((float)_winHeight / _cameraZoom > _sceneHeight)
_cameraZoom = (float)_winHeight / _sceneHeight;
_vm->_evtMan->mouseX() = _vm->_evtMan->mouseX() / _cameraZoom;
_vm->_evtMan->mouseY() = _vm->_evtMan->mouseY() / _cameraZoom;
}
void GraphicsManager::saveColors(Common::WriteStream *stream) {
stream->writeUint16BE(_currentBlankColour);
stream->writeByte(_currentBurnR);
stream->writeByte(_currentBurnG);
stream->writeByte(_currentBurnB);
}
void GraphicsManager::loadColors(Common::SeekableReadStream *stream) {
_currentBlankColour = stream->readUint16BE();
_currentBurnR = stream->readByte();
_currentBurnG = stream->readByte();
_currentBurnB = stream->readByte();
}
} // End of namespace Sludge
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