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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
*
*/
#include "sword25/gfx/renderobject.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/gfx/renderobjectregistry.h"
#include "sword25/gfx/renderobjectmanager.h"
#include "sword25/gfx/graphicengine.h"
#include "sword25/gfx/bitmap.h"
#include "sword25/gfx/staticbitmap.h"
#include "sword25/gfx/dynamicbitmap.h"
#include "sword25/gfx/animation.h"
#include "sword25/gfx/panel.h"
#include "sword25/gfx/text.h"
#include "sword25/gfx/animationtemplate.h"
namespace Sword25 {
RenderObject::RenderObject(RenderObjectPtr<RenderObject> parentPtr, TYPES type, uint handle) :
_managerPtr(0),
_parentPtr(parentPtr),
_x(0),
_y(0),
_z(0),
_oldX(-1),
_oldY(-1),
_oldZ(-1),
_width(0),
_height(0),
_visible(true),
_oldVisible(false),
_childChanged(true),
_type(type),
_initSuccess(false),
_refreshForced(true),
_handle(0) {
// Renderobject registrieren, abh�ngig vom Handle-Parameter entweder mit beliebigem oder vorgegebenen Handle.
if (handle == 0)
_handle = RenderObjectRegistry::instance().registerObject(this);
else
_handle = RenderObjectRegistry::instance().registerObject(this, handle);
if (_handle == 0)
return;
updateAbsolutePos();
// Dieses Objekt zu den Kindern der Elternobjektes hinzuf�gen, falls nicht Wurzel (ParentPtr ung�ltig) und dem
// selben RenderObjektManager zuweisen.
if (_parentPtr.isValid()) {
_managerPtr = _parentPtr->getManager();
_parentPtr->addObject(this->getHandle());
} else {
if (getType() != TYPE_ROOT) {
error("Tried to create a non-root render object and has no parent. All non-root render objects have to have a parent.");
return;
}
}
updateObjectState();
_initSuccess = true;
}
RenderObject::~RenderObject() {
// Objekt aus dem Elternobjekt entfernen.
if (_parentPtr.isValid())
_parentPtr->detatchChildren(this->getHandle());
deleteAllChildren();
// Objekt deregistrieren.
RenderObjectRegistry::instance().deregisterObject(this);
}
bool RenderObject::render() {
// Objekt�nderungen validieren
validateObject();
// Falls das Objekt nicht sichtbar ist, muss gar nichts gezeichnet werden
if (!_visible)
return true;
// Falls notwendig, wird die Renderreihenfolge der Kinderobjekte aktualisiert.
if (_childChanged) {
sortRenderObjects();
_childChanged = false;
}
// Objekt zeichnen.
doRender();
// Dann m�ssen die Kinder gezeichnet werden
RENDEROBJECT_ITER it = _children.begin();
for (; it != _children.end(); ++it)
if (!(*it)->render())
return false;
return true;
}
void RenderObject::validateObject() {
// Die Ver�nderungen in den Objektvariablen aufheben
_oldBbox = _bbox;
_oldVisible = _visible;
_oldX = _x;
_oldY = _y;
_oldZ = _z;
_refreshForced = false;
}
bool RenderObject::updateObjectState() {
// Falls sich das Objekt ver�ndert hat, muss der interne Zustand neu berechnet werden und evtl. Update-Regions f�r den n�chsten Frame
// registriert werden.
if ((calcBoundingBox() != _oldBbox) ||
(_visible != _oldVisible) ||
(_x != _oldX) ||
(_y != _oldY) ||
(_z != _oldZ) ||
_refreshForced) {
// Renderrang des Objektes neu bestimmen, da sich dieser ver�ndert haben k�nnte
if (_parentPtr.isValid())
_parentPtr->signalChildChange();
// Die Bounding-Box neu berechnen und Update-Regions registrieren.
updateBoxes();
// �nderungen Validieren
validateObject();
}
// Dann muss der Objektstatus der Kinder aktualisiert werden.
RENDEROBJECT_ITER it = _children.begin();
for (; it != _children.end(); ++it)
if (!(*it)->updateObjectState())
return false;
return true;
}
void RenderObject::updateBoxes() {
// Bounding-Box aktualisieren
_bbox = calcBoundingBox();
}
Common::Rect RenderObject::calcBoundingBox() const {
// Die Bounding-Box mit der Objektgr��e initialisieren.
Common::Rect bbox(0, 0, _width, _height);
// Die absolute Position der Bounding-Box berechnen.
bbox.translate(_absoluteX, _absoluteY);
// Die Bounding-Box am Elternobjekt clippen.
if (_parentPtr.isValid()) {
bbox.clip(_parentPtr->getBbox());
}
return bbox;
}
void RenderObject::calcAbsolutePos(int &x, int &y) const {
x = calcAbsoluteX();
y = calcAbsoluteY();
}
int RenderObject::calcAbsoluteX() const {
if (_parentPtr.isValid())
return _parentPtr->getAbsoluteX() + _x;
else
return _x;
}
int RenderObject::calcAbsoluteY() const {
if (_parentPtr.isValid())
return _parentPtr->getAbsoluteY() + _y;
else
return _y;
}
void RenderObject::deleteAllChildren() {
// Es ist nicht notwendig die Liste zu iterieren, da jedes Kind f�r sich DetatchChildren an diesem Objekt aufruft und sich somit
// selber entfernt. Daher muss immer nur ein beliebiges Element (hier das letzte) gel�scht werden, bis die Liste leer ist.
while (!_children.empty()) {
RenderObjectPtr<RenderObject> curPtr = _children.back();
curPtr.erase();
}
}
bool RenderObject::addObject(RenderObjectPtr<RenderObject> pObject) {
if (!pObject.isValid()) {
error("Tried to add a null object to a renderobject.");
return false;
}
// Objekt in die Kinderliste einf�gen.
_children.push_back(pObject);
// Sicherstellen, dass vor dem n�chsten Rendern die Renderreihenfolge aktualisiert wird.
if (_parentPtr.isValid())
_parentPtr->signalChildChange();
return true;
}
bool RenderObject::detatchChildren(RenderObjectPtr<RenderObject> pObject) {
// Kinderliste durchgehen und Objekt entfernen falls vorhanden
RENDEROBJECT_ITER it = _children.begin();
for (; it != _children.end(); ++it)
if (*it == pObject) {
_children.erase(it);
return true;
}
error("Tried to detach children from a render object that isn't its parent.");
return false;
}
void RenderObject::sortRenderObjects() {
Common::sort(_children.begin(), _children.end(), greater);
}
void RenderObject::updateAbsolutePos() {
calcAbsolutePos(_absoluteX, _absoluteY);
RENDEROBJECT_ITER it = _children.begin();
for (; it != _children.end(); ++it)
(*it)->updateAbsolutePos();
}
bool RenderObject::getObjectIntersection(RenderObjectPtr<RenderObject> pObject, Common::Rect &result) {
result = pObject->getBbox();
result.clip(_bbox);
return result.isValidRect();
}
void RenderObject::setPos(int x, int y) {
_x = x;
_y = y;
updateAbsolutePos();
}
void RenderObject::setX(int x) {
_x = x;
updateAbsolutePos();
}
void RenderObject::setY(int y) {
_y = y;
updateAbsolutePos();
}
void RenderObject::setZ(int z) {
if (z < 0)
error("Tried to set a negative Z value (%d).", z);
else
_z = z;
}
void RenderObject::setVisible(bool visible) {
_visible = visible;
}
RenderObjectPtr<Animation> RenderObject::addAnimation(const Common::String &filename) {
RenderObjectPtr<Animation> aniPtr((new Animation(this->getHandle(), filename))->getHandle());
if (aniPtr.isValid() && aniPtr->getInitSuccess())
return aniPtr;
else {
if (aniPtr.isValid())
aniPtr.erase();
return RenderObjectPtr<Animation>();
}
}
RenderObjectPtr<Animation> RenderObject::addAnimation(const AnimationTemplate &animationTemplate) {
Animation *aniPtr = new Animation(this->getHandle(), animationTemplate);
if (aniPtr && aniPtr->getInitSuccess())
return aniPtr->getHandle();
else {
delete aniPtr;
return RenderObjectPtr<Animation>();
}
}
RenderObjectPtr<Bitmap> RenderObject::addBitmap(const Common::String &filename) {
RenderObjectPtr<Bitmap> bitmapPtr((new StaticBitmap(this->getHandle(), filename))->getHandle());
if (bitmapPtr.isValid() && bitmapPtr->getInitSuccess())
return RenderObjectPtr<Bitmap>(bitmapPtr);
else {
if (bitmapPtr.isValid())
bitmapPtr.erase();
return RenderObjectPtr<Bitmap>();
}
}
RenderObjectPtr<Bitmap> RenderObject::addDynamicBitmap(uint width, uint height) {
RenderObjectPtr<Bitmap> bitmapPtr((new DynamicBitmap(this->getHandle(), width, height))->getHandle());
if (bitmapPtr.isValid() && bitmapPtr->getInitSuccess())
return bitmapPtr;
else {
if (bitmapPtr.isValid())
bitmapPtr.erase();
return RenderObjectPtr<Bitmap>();
}
}
RenderObjectPtr<Panel> RenderObject::addPanel(int width, int height, uint color) {
RenderObjectPtr<Panel> panelPtr((new Panel(this->getHandle(), width, height, color))->getHandle());
if (panelPtr.isValid() && panelPtr->getInitSuccess())
return panelPtr;
else {
if (panelPtr.isValid())
panelPtr.erase();
return RenderObjectPtr<Panel>();
}
}
RenderObjectPtr<Text> RenderObject::addText(const Common::String &font, const Common::String &text) {
RenderObjectPtr<Text> textPtr((new Text(this->getHandle()))->getHandle());
if (textPtr.isValid() && textPtr->getInitSuccess() && textPtr->setFont(font)) {
textPtr->setText(text);
return textPtr;
} else {
if (textPtr.isValid())
textPtr.erase();
return RenderObjectPtr<Text>();
}
}
bool RenderObject::persist(OutputPersistenceBlock &writer) {
// Typ und Handle werden als erstes gespeichert, damit beim Laden ein Objekt vom richtigen Typ mit dem richtigen Handle erzeugt werden kann.
writer.write(static_cast<uint>(_type));
writer.write(_handle);
// Restliche Objekteigenschaften speichern.
writer.write(_x);
writer.write(_y);
writer.write(_absoluteX);
writer.write(_absoluteY);
writer.write(_z);
writer.write(_width);
writer.write(_height);
writer.write(_visible);
writer.write(_childChanged);
writer.write(_initSuccess);
writer.write(_bbox.left);
writer.write(_bbox.top);
writer.write(_bbox.right);
writer.write(_bbox.bottom);
writer.write(_oldBbox.left);
writer.write(_oldBbox.top);
writer.write(_oldBbox.right);
writer.write(_oldBbox.bottom);
writer.write(_oldX);
writer.write(_oldY);
writer.write(_oldZ);
writer.write(_oldVisible);
writer.write(_parentPtr.isValid() ? _parentPtr->getHandle() : 0);
writer.write(_refreshForced);
return true;
}
bool RenderObject::unpersist(InputPersistenceBlock &reader) {
// Typ und Handle wurden schon von RecreatePersistedRenderObject() ausgelesen. Jetzt werden die restlichen Objekteigenschaften ausgelesen.
reader.read(_x);
reader.read(_y);
reader.read(_absoluteX);
reader.read(_absoluteY);
reader.read(_z);
reader.read(_width);
reader.read(_height);
reader.read(_visible);
reader.read(_childChanged);
reader.read(_initSuccess);
reader.read(_bbox.left);
reader.read(_bbox.top);
reader.read(_bbox.right);
reader.read(_bbox.bottom);
reader.read(_oldBbox.left);
reader.read(_oldBbox.top);
reader.read(_oldBbox.right);
reader.read(_oldBbox.bottom);
reader.read(_oldX);
reader.read(_oldY);
reader.read(_oldZ);
reader.read(_oldVisible);
uint parentHandle;
reader.read(parentHandle);
_parentPtr = RenderObjectPtr<RenderObject>(parentHandle);
reader.read(_refreshForced);
updateAbsolutePos();
updateObjectState();
return reader.isGood();
}
bool RenderObject::persistChildren(OutputPersistenceBlock &writer) {
bool result = true;
// Kinderanzahl speichern.
writer.write(_children.size());
// Rekursiv alle Kinder speichern.
RENDEROBJECT_LIST::iterator it = _children.begin();
while (it != _children.end()) {
result &= (*it)->persist(writer);
++it;
}
return result;
}
bool RenderObject::unpersistChildren(InputPersistenceBlock &reader) {
bool result = true;
// Kinderanzahl einlesen.
uint childrenCount;
reader.read(childrenCount);
if (!reader.isGood())
return false;
// Alle Kinder rekursiv wieder herstellen.
for (uint i = 0; i < childrenCount; ++i) {
if (!recreatePersistedRenderObject(reader).isValid())
return false;
}
return result && reader.isGood();
}
RenderObjectPtr<RenderObject> RenderObject::recreatePersistedRenderObject(InputPersistenceBlock &reader) {
RenderObjectPtr<RenderObject> result;
// Typ und Handle auslesen.
uint type;
uint handle;
reader.read(type);
reader.read(handle);
if (!reader.isGood())
return result;
switch (type) {
case TYPE_PANEL:
result = (new Panel(reader, this->getHandle(), handle))->getHandle();
break;
case TYPE_STATICBITMAP:
result = (new StaticBitmap(reader, this->getHandle(), handle))->getHandle();
break;
case TYPE_DYNAMICBITMAP:
// Videos are not normally saved: this probably indicates a bug, thus die here.
//result = (new DynamicBitmap(reader, this->getHandle(), handle))->getHandle();
error("Request to recreate a video. This is either a corrupted saved game, or a bug");
break;
case TYPE_TEXT:
result = (new Text(reader, this->getHandle(), handle))->getHandle();
break;
case TYPE_ANIMATION:
result = (new Animation(reader, this->getHandle(), handle))->getHandle();
break;
default:
error("Cannot recreate render object of unknown type %d.", type);
}
return result;
}
bool RenderObject::greater(const RenderObjectPtr<RenderObject> lhs, const RenderObjectPtr<RenderObject> rhs) {
// Das Objekt mit dem kleinem Z-Wert m�ssen zuerst gerendert werden.
if (lhs->_z != rhs->_z)
return lhs->_z < rhs->_z;
// Falls der Z-Wert gleich ist, wird das weiter oben gelegenen Objekte zuerst gezeichnet.
return lhs->_y < rhs->_y;
}
} // End of namespace Sword25
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