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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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/gfx/dynamicbitmap.h"
#include "sword25/gfx/bitmapresource.h"
#include "sword25/package/packagemanager.h"
#include "sword25/kernel/inputpersistenceblock.h"
namespace Sword25 {
// -----------------------------------------------------------------------------
// Logging
// -----------------------------------------------------------------------------
#define BS_LOG_PREFIX "DYNAMICBITMAP"
// -----------------------------------------------------------------------------
// Konstruktion / Destruktion
// -----------------------------------------------------------------------------
DynamicBitmap::DynamicBitmap(RenderObjectPtr<RenderObject> parentPtr, uint width, uint height) :
Bitmap(parentPtr, TYPE_DYNAMICBITMAP) {
// Das BS_Bitmap konnte nicht erzeugt werden, daher muss an dieser Stelle abgebrochen werden.
if (!_initSuccess) return;
_initSuccess = createGLImage(width, height);
}
// -----------------------------------------------------------------------------
DynamicBitmap::DynamicBitmap(InputPersistenceBlock &reader, RenderObjectPtr<RenderObject> parentPtr, uint handle) :
Bitmap(parentPtr, TYPE_DYNAMICBITMAP, handle) {
_initSuccess = unpersist(reader);
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::createGLImage(uint width, uint height) {
// GLImage mit den gew�nschten Ma�en erstellen
bool result = false;
_image.reset(new GLImage(width, height, result));
_originalWidth = _width = width;
_originalHeight = _height = height;
return result;
}
// -----------------------------------------------------------------------------
DynamicBitmap::~DynamicBitmap() {
}
// -----------------------------------------------------------------------------
uint DynamicBitmap::getPixel(int x, int y) const {
BS_ASSERT(x >= 0 && x < _width);
BS_ASSERT(y >= 0 && y < _height);
return _image->getPixel(x, y);
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::doRender() {
// Framebufferobjekt holen
GraphicEngine *pGfx = static_cast<GraphicEngine *>(Kernel::GetInstance()->GetService("gfx"));
BS_ASSERT(pGfx);
// Bitmap zeichnen
bool result;
if (_scaleFactorX == 1.0f && _scaleFactorY == 1.0f) {
result = _image->blit(_absoluteX, _absoluteY,
(_flipV ? BitmapResource::FLIP_V : 0) |
(_flipH ? BitmapResource::FLIP_H : 0),
0, _modulationColor, -1, -1);
} else {
result = _image->blit(_absoluteX, _absoluteY,
(_flipV ? BitmapResource::FLIP_V : 0) |
(_flipH ? BitmapResource::FLIP_H : 0),
0, _modulationColor, _width, _height);
}
return result;
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::setContent(const byte *pixeldata, uint size, uint offset, uint stride) {
return _image->setContent(pixeldata, size, offset, stride);
}
// -----------------------------------------------------------------------------
// Auskunftsmethoden
// -----------------------------------------------------------------------------
bool DynamicBitmap::isScalingAllowed() const {
return _image->isScalingAllowed();
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::isAlphaAllowed() const {
return _image->isAlphaAllowed();
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::isColorModulationAllowed() const {
return _image->isColorModulationAllowed();
}
// -----------------------------------------------------------------------------
bool DynamicBitmap::isSetContentAllowed() const {
return true;
}
// -----------------------------------------------------------------------------
// Persistenz
// -----------------------------------------------------------------------------
bool DynamicBitmap::persist(OutputPersistenceBlock &writer) {
bool result = true;
result &= Bitmap::persist(writer);
// Bilddaten werden nicht gespeichert. Dies ist auch nicht weiter von bedeutung, da BS_DynamicBitmap nur vom Videoplayer benutzt wird.
// W�hrend ein Video abl�uft kann niemals gespeichert werden. BS_DynamicBitmap kann nur der Vollst�ndigkeit halber persistiert werden.
BS_LOG_WARNINGLN("Persisting a BS_DynamicBitmap. Bitmap content is not persisted.");
result &= RenderObject::persistChildren(writer);
return result;
}
bool DynamicBitmap::unpersist(InputPersistenceBlock &reader) {
bool result = true;
result &= Bitmap::unpersist(reader);
// Ein BS_GLImage mit den gespeicherten Ma�en erstellen.
result &= createGLImage(_width, _height);
// Bilddaten werden nicht gespeichert (s.o.).
BS_LOG_WARNINGLN("Unpersisting a BS_DynamicBitmap. Bitmap contents are missing.");
// Bild mit durchsichtigen Bilddaten initialisieren.
byte *transparentImageData = (byte *)calloc(_width * _height * 4, 1);
_image->setContent(transparentImageData, _width * _height);
free(transparentImageData);
result &= RenderObject::unpersistChildren(reader);
return reader.isGood() && result;
}
} // End of namespace Sword25
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