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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 "engines/wintermute/Base/file/BFile.h"
#include "engines/wintermute/Base/BFileManager.h"
#include "engines/wintermute/Base/BGame.h"
#include "engines/wintermute/Base/BSurfaceSDL.h"
#include "engines/wintermute/Base/BRenderSDL.h"
#include "engines/wintermute/Base/BImage.h"
#include "engines/wintermute/PlatformSDL.h"
#include "graphics/decoders/png.h"
#include "graphics/decoders/bmp.h"
#include "graphics/decoders/jpeg.h"
#include "engines/wintermute/graphics/transparentSurface.h"
#include "engines/wintermute/graphics/tga.h"
#include "graphics/pixelformat.h"
#include "graphics/surface.h"
#include "common/stream.h"
#include "common/system.h"
namespace WinterMute {
//////////////////////////////////////////////////////////////////////////
CBSurfaceSDL::CBSurfaceSDL(CBGame *inGame) : CBSurface(inGame) {
_surface = new Graphics::Surface();
_alphaMask = NULL;
_hasAlpha = true;
_lockPixels = NULL;
_lockPitch = 0;
_loaded = false;
}
//////////////////////////////////////////////////////////////////////////
CBSurfaceSDL::~CBSurfaceSDL() {
//TODO
if (_surface) {
_surface->free();
delete _surface;
_surface = NULL;
}
delete[] _alphaMask;
_alphaMask = NULL;
_gameRef->addMem(-_width * _height * 4);
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(_gameRef->_renderer);
renderer->invalidateTicketsFromSurface(this);
}
bool hasTransparency(Graphics::Surface *surf) {
if (surf->format.bytesPerPixel != 4) {
warning("hasTransparency:: non 32 bpp surface passed as argument");
return false;
}
uint8 r, g, b, a;
for (int i = 0; i < surf->h; i++) {
for (int j = 0; j < surf->w; j++) {
uint32 pix = *(uint32 *)surf->getBasePtr(j, i);
surf->format.colorToARGB(pix, a, r, g, b);
if (a != 255) {
return true;
}
}
}
return false;
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::create(const char *filename, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime, bool keepLoaded) {
/* CBRenderSDL *renderer = static_cast<CBRenderSDL *>(_gameRef->_renderer); */
_filename = filename;
// const Graphics::Surface *surface = image->getSurface();
if (defaultCK) {
ckRed = 255;
ckGreen = 0;
ckBlue = 255;
}
_ckDefault = defaultCK;
_ckRed = ckRed;
_ckGreen = ckGreen;
_ckBlue = ckBlue;
if (_lifeTime == 0 || lifeTime == -1 || lifeTime > _lifeTime)
_lifeTime = lifeTime;
_keepLoaded = keepLoaded;
if (_keepLoaded) _lifeTime = -1;
return STATUS_OK;
}
void CBSurfaceSDL::finishLoad() {
CBImage *image = new CBImage(_gameRef);
image->loadFile(_filename);
_width = image->getSurface()->w;
_height = image->getSurface()->h;
bool isSaveGameGrayscale = scumm_strnicmp(_filename.c_str(), "savegame:", 9) == 0 && (_filename.c_str()[_filename.size() - 1] == 'g' || _filename.c_str()[_filename.size() - 1] == 'G');
if (isSaveGameGrayscale) {
warning("grayscaleConversion not yet implemented");
/* FIBITMAP *newImg = FreeImage_ConvertToGreyscale(img);
if (newImg) {
FreeImage_Unload(img);
img = newImg;
}*/
}
// 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));*/
// convert 32-bit BMPs to 24-bit or they appear totally transparent (does any app actually write alpha in BMP properly?)
// Well, actually, we don't convert via 24-bit as the color-key application overwrites the Alpha-channel anyhow.
delete _surface;
if (_filename.hasSuffix(".bmp") && image->getSurface()->format.bytesPerPixel == 4) {
_surface = image->getSurface()->convertTo(g_system->getScreenFormat(), image->getPalette());
TransparentSurface trans(*_surface);
trans.applyColorKey(_ckRed, _ckGreen, _ckBlue);
} else if (image->getSurface()->format.bytesPerPixel == 1 && image->getPalette()) {
_surface = image->getSurface()->convertTo(g_system->getScreenFormat(), image->getPalette());
TransparentSurface trans(*_surface);
trans.applyColorKey(_ckRed, _ckGreen, _ckBlue, true);
} else if (image->getSurface()->format.bytesPerPixel == 4 && image->getSurface()->format != g_system->getScreenFormat()) {
_surface = image->getSurface()->convertTo(g_system->getScreenFormat());
} else {
_surface = new Graphics::Surface();
_surface->copyFrom(*image->getSurface());
}
_hasAlpha = hasTransparency(_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;
}
//delete imgDecoder;
#if 0
_texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surf);
if (!_texture) {
SDL_FreeSurface(surf);
delete imgDecoder;
return STATUS_FAILED;
}
GenAlphaMask(surf);
SDL_FreeSurface(surf);
delete imgDecoder; // TODO: Update this if ImageDecoder doesn't end up owning the surface.
#endif
_valid = true;
_gameRef->addMem(_width * _height * 4);
delete image;
_loaded = true;
}
//////////////////////////////////////////////////////////////////////////
void CBSurfaceSDL::genAlphaMask(Graphics::Surface *surface) {
warning("CBSurfaceSDL::GenAlphaMask - Not ported yet");
return;
delete[] _alphaMask;
_alphaMask = NULL;
if (!surface) return;
#if 0
SDL_LockSurface(surface);
#endif
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;
surface->format.colorToARGB(pixel, a, r, g, b);
//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;
}
}
#if 0
SDL_UnlockSurface(surface);
#endif
if (!hasTransparency) {
delete[] _alphaMask;
_alphaMask = NULL;
}
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSurfaceSDL::getPixel(Graphics::Surface *surface, int x, int y) {
warning("CBSurfaceSDL::GetPixel - Not ported yet");
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:
#ifdef SCUMM_BIG_ENDIAN
// if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] << 16 | p[1] << 8 | p[2];
#else
//else
return p[0] | p[1] << 8 | p[2] << 16;
#endif
break;
case 4:
return *(uint32 *)p;
break;
default:
return 0; /* shouldn't happen, but avoids warnings */
}
return 0;
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::create(int width, int height) {
warning("SurfaceSDL::Create not ported yet"); //TODO
#if 0
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(_gameRef->_renderer);
_texture = SDL_CreateTexture(renderer->GetSdlRenderer(), SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Width, Height);
#endif
_width = width;
_height = height;
_gameRef->addMem(_width * _height * 4);
_valid = true;
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::createFromSDLSurface(Graphics::Surface *surface) {
warning("CBSurfaceSDL::CreateFromSDLSurface not ported yet"); //TODO
#if 0
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(_gameRef->_renderer);
_texture = SDL_CreateTextureFromSurface(renderer->GetSdlRenderer(), surface);
#endif
if (_surface) {
_surface->free();
delete _surface;
_surface = NULL;
}
_surface = new Graphics::Surface();
_surface->copyFrom(*surface);
_width = surface->w;
_height = surface->h;
#if 0
_gameRef->AddMem(_width * _height * 4);
#endif
_valid = true;
return STATUS_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 (_surface->format.bytesPerPixel == 4) {
uint32 pixel = *(uint32 *)_surface->getBasePtr(x, y);
uint8 r, g, b, a;
_surface->format.colorToARGB(pixel, a, r, g, b);
if (a <= 128) {
return true;
} else {
return false;
}
}
#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;
*/
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::startPixelOp() {
//SDL_LockTexture(_texture, NULL, &_lockPixels, &_lockPitch);
// Any pixel-op makes the caching useless:
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(_gameRef->_renderer);
renderer->invalidateTicketsFromSurface(this);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::endPixelOp() {
//SDL_UnlockTexture(_texture);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::display(int x, int y, Rect32 rect, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
return drawSprite(x, y, &rect, 100, 100, 0xFFFFFFFF, true, blendMode, mirrorX, mirrorY);
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::displayTrans(int x, int y, Rect32 rect, uint32 alpha, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
return drawSprite(x, y, &rect, 100, 100, alpha, false, blendMode, mirrorX, mirrorY);
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::displayTransOffset(int x, int y, Rect32 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);
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::displayTransZoom(int x, int y, Rect32 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);
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::displayZoom(int x, int y, Rect32 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);
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::displayTransform(int x, int y, int hotX, int hotY, Rect32 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);
}
//////////////////////////////////////////////////////////////////////////
bool CBSurfaceSDL::drawSprite(int x, int y, Rect32 *rect, float zoomX, float zoomY, uint32 alpha, bool alphaDisable, TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY, int offsetX, int offsetY) {
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(_gameRef->_renderer);
if (!_loaded) {
finishLoad();
}
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;
}
byte r = RGBCOLGetR(alpha);
byte g = RGBCOLGetG(alpha);
byte b = RGBCOLGetB(alpha);
byte a = RGBCOLGetA(alpha);
renderer->setAlphaMod(a);
renderer->setColorMod(r, g, b);
#if 0
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 + offsetX;
position.top = y + offsetY;
// TODO: Scaling...
if (position.left == -1) {
position.left = 0; // TODO: Something is wrong
}
if (position.top == -1) {
position.top = 0; // TODO: Something is wrong
}
position.setWidth((int16)((float)srcRect.width() * zoomX / 100.f));
position.setHeight((int16)((float)srcRect.height() * zoomX / 100.f));
renderer->modTargetRect(&position);
/* position.left += offsetX;
position.top += offsetY;*/
// TODO: This actually requires us to have the SAME source-offsets every time,
// But no checking is in place for that yet.
bool hasAlpha;
if (_hasAlpha && !alphaDisable) {
hasAlpha = true;
} else {
hasAlpha = false;
}
if (alphaDisable) {
warning("CBSurfaceSDL::drawSprite - AlphaDisable ignored");
}
renderer->drawSurface(this, _surface, &srcRect, &position, mirrorX, mirrorY);
#if 0
SDL_RenderCopy(renderer->GetSdlRenderer(), _texture, &srcRect, &position);
#endif
return STATUS_OK;
}
bool CBSurfaceSDL::putSurface(const Graphics::Surface &surface, bool hasAlpha) {
_loaded = true;
_surface->copyFrom(surface);
_hasAlpha = hasAlpha;
CBRenderSDL *renderer = static_cast<CBRenderSDL *>(_gameRef->_renderer);
renderer->invalidateTicketsFromSurface(this);
return STATUS_OK;
}
} // end of namespace WinterMute
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