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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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "dcgf.h"
#include "BFile.h"
#include "BGame.h"
#include "BSurfaceSDL.h"
#include "BRenderSDL.h"
//#include "SdlUtil.h"
#include "graphics/decoders/png.h"
#include "graphics/decoders/bmp.h"
#include "graphics/pixelformat.h"
#include "graphics/surface.h"
#include "common/stream.h"
#include "BFileManager.h"
#include "PlatformSDL.h"
namespace WinterMute {
//////////////////////////////////////////////////////////////////////////
CBSurfaceSDL::CBSurfaceSDL(CBGame *inGame) : CBSurface(inGame) {
_surface = new Graphics::Surface();
_alphaMask = NULL;
_lockPixels = NULL;
_lockPitch = 0;
}
//////////////////////////////////////////////////////////////////////////
CBSurfaceSDL::~CBSurfaceSDL() {
//TODO
delete _surface;
#if 0
if (_texture) SDL_DestroyTexture(_texture);
delete[] _alphaMask;
_alphaMask = NULL;
Game->AddMem(-_width * _height * 4);
#endif
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::Create(const char *Filename, bool default_ck, byte ck_red, byte ck_green, byte ck_blue, int LifeTime, bool KeepLoaded) {
/* CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer); */
Common::String strFileName(Filename);
Graphics::ImageDecoder *imgDecoder;
if (strFileName.hasSuffix(".png")) {
imgDecoder = new Graphics::PNGDecoder();
} else if (strFileName.hasSuffix(".bmp")) {
imgDecoder = new Graphics::BitmapDecoder();
} else {
error("CBSurfaceSDL::Create : Unsupported fileformat %s", Filename);
}
CBFile *file = Game->_fileManager->OpenFile(Filename);
if (!file) return E_FAIL;
imgDecoder->loadStream(*file->getMemStream());
const Graphics::Surface *surface = imgDecoder->getSurface();
Game->_fileManager->CloseFile(file);
if (default_ck) {
ck_red = 255;
ck_green = 0;
ck_blue = 255;
}
_width = surface->w;
_height = surface->h;
bool isSaveGameGrayscale = scumm_strnicmp(Filename, "savegame:", 9) == 0 && (Filename[strFileName.size() - 1] == 'g' || Filename[strFileName.size() - 1] == 'G');
if (isSaveGameGrayscale) {
warning("grayscaleConversion not yet implemented");
/* FIBITMAP *newImg = FreeImage_ConvertToGreyscale(img);
if (newImg) {
FreeImage_Unload(img);
img = newImg;
}*/
}
// convert 32-bit BMPs to 24-bit or they appear totally transparent (does any app actually write alpha in BMP properly?)
/* if (FreeImage_GetBPP(img) != 32 || (imgFormat == FIF_BMP && FreeImage_GetBPP(img) != 24)) {
FIBITMAP *newImg = FreeImage_ConvertTo24Bits(img);
if (newImg) {
FreeImage_Unload(img);
img = newImg;
} else {
FreeImage_Unload(img);
return -1;
}
}
FreeImage_FlipVertical(img);*/
//TODO: This is rather endian-specific, but should be replaced by non-SDL-code anyhow:
/* uint32 rmask = surface->format.rMax() << surface->format.rShift;
uint32 gmask = surface->format.gMax() << surface->format.gShift;
uint32 bmask = surface->format.bMax() << surface->format.bShift;
uint32 amask = surface->format.aMax();*/
// SDL_Surface *surf = SDL_CreateRGBSurfaceFrom(surface->pixels, _width, _height, surface->format.bytesPerPixel * 8, surface->pitch, rmask, gmask, bmask, amask);
// no alpha, set color key
/* if (surface->format.bytesPerPixel != 4)
SDL_SetColorKey(surf, SDL_TRUE, SDL_MapRGB(surf->format, ck_red, ck_green, ck_blue));*/
_surface = new Graphics::Surface();
_surface->copyFrom(*surface);
//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best"); //TODO
//_texture = SdlUtil::CreateTextureFromSurface(renderer->GetSdlRenderer(), surf);
// This particular warning is rather messy, as this function is called a ton,
// thus we avoid printing it more than once.
static bool hasWarned = false;
if (!hasWarned) {
warning("Surface-textures not fully ported yet");
hasWarned = true;
}
#if 0
_texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surf);
if (!_texture) {
SDL_FreeSurface(surf);
delete imgDecoder;
return E_FAIL;
}
GenAlphaMask(surf);
SDL_FreeSurface(surf);
delete imgDecoder; // TODO: Update this if ImageDecoder doesn't end up owning the surface.
_cKDefault = default_ck;
_cKRed = ck_red;
_cKGreen = ck_green;
_cKBlue = ck_blue;
#endif
if (!_filename || scumm_stricmp(_filename, Filename) != 0) {
SetFilename(Filename);
}
if (_lifeTime == 0 || LifeTime == -1 || LifeTime > _lifeTime)
_lifeTime = LifeTime;
_keepLoaded = KeepLoaded;
if (_keepLoaded) _lifeTime = -1;
_valid = true;
#if 0
Game->AddMem(_width * _height * 4);
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
void CBSurfaceSDL::GenAlphaMask(Graphics::Surface *surface) {
warning("CBSurfaceSDL::GenAlphaMask - Not ported yet");
return;
#if 0
delete[] _alphaMask;
_alphaMask = NULL;
if (!surface) return;
SDL_LockSurface(surface);
bool hasColorKey;
Uint32 colorKey;
Uint8 ckRed, ckGreen, ckBlue;
/* if (SDL_GetColorKey(surface, &colorKey) == 0) {
hasColorKey = true;
SDL_GetRGB(colorKey, surface->format, &ckRed, &ckGreen, &ckBlue);
} else hasColorKey = false;
*/ //TODO
_alphaMask = new byte[surface->w * surface->h];
bool hasTransparency = false;
for (int y = 0; y < surface->h; y++) {
for (int x = 0; x < surface->w; x++) {
Uint32 pixel = GetPixel(surface, x, y);
Uint8 r, g, b, a;
SDL_GetRGBA(pixel, surface->format, &r, &g, &b, &a);
if (hasColorKey && r == ckRed && g == ckGreen && b == ckBlue)
a = 0;
_alphaMask[y * surface->w + x] = a;
if (a < 255) hasTransparency = true;
}
}
SDL_UnlockSurface(surface);
if (!hasTransparency) {
delete[] _alphaMask;
_alphaMask = NULL;
}
#endif
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSurfaceSDL::GetPixel(Graphics::Surface *surface, int x, int y) {
warning("CBSurfaceSDL::GetPixel - Not ported yet");
#if 0
int bpp = surface->format->BytesPerPixel;
/* Here p is the address to the pixel we want to retrieve */
uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
switch (bpp) {
case 1:
return *p;
break;
case 2:
return *(Uint16 *)p;
break;
case 3:
if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] << 16 | p[1] << 8 | p[2];
else
return p[0] | p[1] << 8 | p[2] << 16;
break;
case 4:
return *(Uint32 *)p;
break;
default:
return 0; /* shouldn't happen, but avoids warnings */
}
#endif
return 0;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::Create(int Width, int Height) {
warning("SurfaceSDL::Create not ported yet"); //TODO
#if 0
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer);
_texture = SDL_CreateTexture(renderer->GetSdlRenderer(), SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Width, Height);
_width = Width;
_height = Height;
Game->AddMem(_width * _height * 4);
_valid = true;
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::CreateFromSDLSurface(Graphics::Surface *surface) {
warning("CBSurfaceSDL::CreateFromSDLSurface not ported yet"); //TODO
#if 0
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer);
_texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surface);
_width = surface->w;
_height = surface->h;
Game->AddMem(_width * _height * 4);
_valid = true;
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::IsTransparentAt(int X, int Y) {
// This particular warning is rather messy, as this function is called a ton,
// thus we avoid printing it more than once.
static bool hasWarned = false;
if (!hasWarned) {
warning("CBSurfaceSDL::IsTransparentAt not ported yet");
hasWarned = true;
}
#if 0
int access;
int width, height;
//SDL_QueryTexture(_texture, NULL, &access, &width, &height); //TODO
//if (access != SDL_TEXTUREACCESS_STREAMING) return false;
if (X < 0 || X >= width || Y < 0 || Y >= height) return true;
StartPixelOp();
bool ret = IsTransparentAtLite(X, Y);
EndPixelOp();
return ret;
#endif
return 0;
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::IsTransparentAtLite(int X, int Y) {
//if (!_lockPixels) return false;
// This particular warning is rather messy, as this function is called a ton,
// thus we avoid printing it more than once.
static bool hasWarned = false;
if (!hasWarned) {
warning("CBSurfaceSDL::IsTransparentAtLite not ported yet");
hasWarned = true;
}
#if 0
uint32 format;
int access;
int width, height;
//SDL_QueryTexture(_texture, &format, &access, &width, &height);
//if (access != SDL_TEXTUREACCESS_STREAMING) return false;
if (X < 0 || X >= width || Y < 0 || Y >= height) return true;
if (!_alphaMask) return false;
else return _alphaMask[Y * width + X] <= 128;
#endif
return false;
/*
Uint32* dst = (Uint32*)((Uint8*)_lockPixels + Y * _lockPitch);
Uint32 pixel = dst[X];
SDL_PixelFormat* pixelFormat = SDL_AllocFormat(format);
Uint8 r, g, b, a;
SDL_GetRGBA(pixel, pixelFormat, &r, &g, &b, &a);
SDL_FreeFormat(pixelFormat);
return a <= 128;
*/
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::StartPixelOp() {
//SDL_LockTexture(_texture, NULL, &_lockPixels, &_lockPitch);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::EndPixelOp() {
//SDL_UnlockTexture(_texture);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::Display(int X, int Y, RECT rect, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY) {
return DrawSprite(X, Y, &rect, 100, 100, 0xFFFFFFFF, true, BlendMode, MirrorX, MirrorY);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::DisplayTrans(int X, int Y, RECT rect, uint32 Alpha, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY) {
return DrawSprite(X, Y, &rect, 100, 100, Alpha, false, BlendMode, MirrorX, MirrorY);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::DisplayTransOffset(int X, int Y, RECT rect, uint32 Alpha, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY, int offsetX, int offsetY) {
return DrawSprite(X, Y, &rect, 100, 100, Alpha, false, BlendMode, MirrorX, MirrorY, offsetX, offsetY);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::DisplayTransZoom(int X, int Y, RECT rect, float ZoomX, float ZoomY, uint32 Alpha, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY) {
return DrawSprite(X, Y, &rect, ZoomX, ZoomY, Alpha, false, BlendMode, MirrorX, MirrorY);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::DisplayZoom(int X, int Y, RECT rect, float ZoomX, float ZoomY, uint32 Alpha, bool Transparent, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY) {
return DrawSprite(X, Y, &rect, ZoomX, ZoomY, Alpha, !Transparent, BlendMode, MirrorX, MirrorY);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::DisplayTransform(int X, int Y, int HotX, int HotY, RECT Rect, float ZoomX, float ZoomY, uint32 Alpha, float Rotate, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY) {
return DrawSprite(X, Y, &Rect, ZoomX, ZoomY, Alpha, false, BlendMode, MirrorX, MirrorY);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSurfaceSDL::DrawSprite(int X, int Y, RECT *Rect, float ZoomX, float ZoomY, uint32 Alpha, bool AlphaDisable, TSpriteBlendMode BlendMode, bool MirrorX, bool MirrorY, int offsetX, int offsetY) {
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(Game->_renderer);
if (renderer->_forceAlphaColor != 0) Alpha = renderer->_forceAlphaColor;
// This particular warning is rather messy, as this function is called a ton,
// thus we avoid printing it more than once.
static bool hasWarned = false;
if (!hasWarned) {
warning("CBSurfaceSDL::DrawSprite not fully ported yet"); // TODO.
hasWarned = true;
}
#if 0
byte r = D3DCOLGetR(Alpha);
byte g = D3DCOLGetG(Alpha);
byte b = D3DCOLGetB(Alpha);
byte a = D3DCOLGetA(Alpha);
SDL_SetTextureColorMod(_texture, r, g, b);
SDL_SetTextureAlphaMod(_texture, a);
if (AlphaDisable)
SDL_SetTextureBlendMode(_texture, SDL_BLENDMODE_NONE);
else
SDL_SetTextureBlendMode(_texture, SDL_BLENDMODE_BLEND);
#endif
// TODO: This _might_ miss the intended behaviour by 1 in each direction
// But I think it fits the model used in Wintermute.
Common::Rect srcRect;
srcRect.left = Rect->left;
srcRect.top = Rect->top;
srcRect.setWidth(Rect->right - Rect->left);
srcRect.setHeight(Rect->bottom - Rect->top);
Common::Rect position;
position.left = X;
position.top = Y;
// TODO: Scaling...
/*
position.setWidth((float)srcRect.width() * ZoomX / 100.f);
position.setHeight((float)srcRect.height() * ZoomX / 100.f);
*/
position.setWidth(srcRect.width());
position.setHeight(srcRect.height());
renderer->ModTargetRect(&position);
position.left += offsetX;
position.top += offsetY;
renderer->drawFromSurface(_surface, &srcRect, &position);
#if 0
SDL_RenderCopy(renderer->GetSdlRenderer(), _texture, &srcRect, &position);
#endif
return S_OK;
}
} // end of namespace WinterMute
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