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path: root/engines/wintermute/base/save_thumb_helper.cpp
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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/save_thumb_helper.h"
#include "engines/wintermute/base/gfx/base_image.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/base/base_game.h"
#include "graphics/scaler.h"

namespace Wintermute {

//////////////////////////////////////////////////////////////////////////
SaveThumbHelper::SaveThumbHelper(BaseGame *inGame) : _gameRef(inGame) {
	_thumbnail = nullptr;
	_scummVMThumb = nullptr;
}

//////////////////////////////////////////////////////////////////////////
SaveThumbHelper::~SaveThumbHelper(void) {
	delete _thumbnail;
	_thumbnail = nullptr;
	delete _scummVMThumb;
	_scummVMThumb = nullptr;
}

BaseImage *SaveThumbHelper::storeThumb(bool doFlip, int width, int height) {
	BaseImage *thumbnail = nullptr;
	if (_gameRef->getSaveThumbWidth() > 0 && _gameRef->getSaveThumbHeight() > 0) {
		if (doFlip) {
			// when using opengl on windows it seems to be necessary to do this twice
			// works normally for direct3d
			_gameRef->displayContent(false);
			_gameRef->_renderer->flip();

			_gameRef->displayContent(false);
			_gameRef->_renderer->flip();
		}

		BaseImage *screenshot = _gameRef->_renderer->takeScreenshot();
		if (!screenshot) {
			return nullptr;
		}

		// normal thumbnail
		if (_gameRef->getSaveThumbWidth() > 0 && _gameRef->getSaveThumbHeight() > 0) {
			thumbnail = new BaseImage();
			thumbnail->copyFrom(screenshot, width, height);
		}


		delete screenshot;
		screenshot = nullptr;
	}
	return thumbnail;
}

//////////////////////////////////////////////////////////////////////////
bool SaveThumbHelper::storeThumbnail(bool doFlip) {
	delete _thumbnail;
	_thumbnail = nullptr;

	if (_gameRef->getSaveThumbWidth() > 0 && _gameRef->getSaveThumbHeight() > 0) {

		_thumbnail = storeThumb(doFlip, _gameRef->getSaveThumbWidth(), _gameRef->getSaveThumbHeight());
		if (!_thumbnail) {
			return STATUS_FAILED;
		}
	}
	storeScummVMThumbNail();
	return STATUS_OK;
}

//////////////////////////////////////////////////////////////////////////
bool SaveThumbHelper::storeScummVMThumbNail(bool doFlip) {
	delete _scummVMThumb;
	_scummVMThumb = nullptr;

	_scummVMThumb = storeThumb(doFlip, kThumbnailWidth, kThumbnailHeight2);
	if (!_scummVMThumb) {
		return STATUS_FAILED;
	}
	return STATUS_OK;
}

} // End of namespace Wintermute