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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.
*
*/
#ifndef ZVISION_RENDER_MANAGER_H
#define ZVISION_RENDER_MANAGER_H
#include "zvision/render_table.h"
#include "zvision/truetype_font.h"
#include "common/rect.h"
#include "common/hashmap.h"
#include "graphics/surface.h"
class OSystem;
namespace Common {
class String;
class SeekableReadStream;
}
namespace Video {
class VideoDecoder;
}
namespace ZVision {
class RenderManager {
public:
RenderManager(OSystem *system, uint32 windowWidth, uint32 windowHeight, const Common::Rect workingWindow, const Graphics::PixelFormat pixelFormat);
~RenderManager();
private:
struct AlphaDataEntry {
Graphics::Surface *data;
uint16 alphaColor;
uint16 destX;
uint16 destY;
uint16 width;
uint16 height;
};
typedef Common::HashMap<uint32, AlphaDataEntry> AlphaEntryMap;
private:
OSystem *_system;
const Graphics::PixelFormat _pixelFormat;
// A buffer the exact same size as the workingWindow
// This buffer stores everything un-warped, then does a warp at the end of the frame
Graphics::Surface _workingWindowBuffer;
// A buffer representing the entire screen. Any graphical updates are first done with this buffer
// before actually being blitted to the screen
Graphics::Surface _backBuffer;
// A list of Alpha Entries that need to be blitted to the backbuffer
AlphaEntryMap _alphaDataEntries;
// A rectangle representing the portion of the working window where the pixels have been changed since last frame
Common::Rect _workingWindowDirtyRect;
// A rectangle representing the portion of the backbuffer where the pixels have been changed since last frame
Common::Rect _backBufferDirtyRect;
/** Width of the working window. Saved to prevent extraneous calls to _workingWindow.width() */
const int _workingWidth;
/** Height of the working window. Saved to prevent extraneous calls to _workingWindow.height() */
const int _workingHeight;
/** Center of the screen in the x direction */
const int _screenCenterX;
/** Center of the screen in the y direction */
const int _screenCenterY;
/**
* A Rectangle centered inside the actual window. All in-game coordinates
* are given in this coordinate space. Also, all images are clipped to the
* edges of this Rectangle
*/
const Common::Rect _workingWindow;
/** Used to warp the background image */
RenderTable _renderTable;
Graphics::Surface _currentBackground;
/** The (x1,y1) coordinates of the subRectangle of the background that is currently displayed on the screen */
Common::Point _backgroundOffset;
/** The width of the current background image */
uint16 _backgroundWidth;
/** The height of the current background image */
uint16 _backgroundHeight;
/**
* The "velocity" at which the background image is panning. We actually store the inverse of velocity (ms/pixel instead of pixels/ms)
* because it allows you to accumulate whole pixels 'steps' instead of rounding pixels every frame
*/
int _backgroundInverseVelocity;
/** Holds any 'leftover' milliseconds between frames */
uint _accumulatedVelocityMilliseconds;
public:
void initialize();
/**
* Rotates the background image in accordance to the current _backgroundInverseVelocity
*
* @param deltaTimeInMillis The amount of time that has passed since the last frame
*/
void update(uint deltaTimeInMillis);
/**
* Renders the current state of the backbuffer to the screen
*/
void renderBackbufferToScreen();
/**
* Renders all AlphaEntries to the backbuffer
*/
void processAlphaEntries();
/**
* Clears the AlphaEntry list
*/
void clearAlphaEntries() {
_alphaDataEntries.clear();
}
/**
* Removes a specific AlphaEntry from the list
*
* @param idNumber The id number identifing the AlphaEntry
*/
void removeAlphaEntry(uint32 idNumber) {
_alphaDataEntries.erase(idNumber);
}
/**
* Copies a sub-rectangle of a buffer to the working window
*
* @param buffer The pixel data to copy to the working window
* @param destX The X destination in the working window where the subRect of data should be put
* @param destY The Y destination in the working window where the subRect of data should be put
* @param imageWidth The width of the source image
* @param width The width of the sub rectangle
* @param height The height of the sub rectangle
*/
void copyRectToWorkingWindow(const uint16 *buffer, int32 destX, int32 destY, int32 imageWidth, int32 width, int32 height);
/**
* Copies a sub-rectangle of a buffer to the working window with binary alpha support.
*
* @param buffer The pixel data to copy to the working window
* @param destX The X destination in the working window where the subRect of data should be put
* @param destY The Y destination in the working window where the subRect of data should be put
* @param imageWidth The width of the source image
* @param width The width of the sub rectangle
* @param height The height of the sub rectangle
* @param alphaColor The color to interpret as meaning 'transparent'
* @param idNumber A unique identifier for the data being copied over.
*/
void copyRectToWorkingWindow(const uint16 *buffer, int32 destX, int32 destY, int32 imageWidth, int32 width, int32 height, int16 alphaColor, uint32 idNumber);
/**
* Renders the supplied text to the working window
*
* @param idNumber A unique identifier for the text
* @param text The text to be rendered
* @param font The font to use to render the text
* @param destX The X destination in the working window where the text should be rendered
* @param destY The Y destination in the working window where the text should be rendered
* @param textColor The color to render the text with (in RBG 565)
* @param maxWidth The max width the text should take up.
* @param maxHeight The max height the text should take up.
* @param align The alignment of the text within the bounds of maxWidth
* @param wrap If true, any words extending past maxWidth will wrap to a new line. If false, ellipses will be rendered to show that the text didn't fit
* @return A rectangle representing where the text was drawn in the working window
*/
Common::Rect renderTextToWorkingWindow(uint32 idNumber, const Common::String &text, TruetypeFont *font, int destX, int destY, uint16 textColor, int maxWidth, int maxHeight = -1, Graphics::TextAlign align = Graphics::kTextAlignLeft, bool wrap = true);
/**
* Fills the entire workingWindow with the specified color. Internally, the color
* will be converted to RGB 565 and then blitted.
*
* @param color The color to fill the working window with. (In RGB 555)
*/
void clearWorkingWindowTo555Color(uint16 color);
/**
* Blits the image or a portion of the image to the backbuffer. Actual screen updates won't happen until the end of the frame.
* The image will be clipped to fit inside the working window. Coords are in working window space, not screen space!
*
* @param fileName Name of the image file
* @param destinationX X position where the image should be put. Coords are in working window space, not screen space!
* @param destinationY Y position where the image should be put. Coords are in working window space, not screen space!
*/
void renderImageToScreen(const Common::String &fileName, int16 destinationX, int16 destinationY, bool wrap = false);
/**
* Blits the image or a portion of the image to the backbuffer. Actual screen updates won't happen until the end of the frame.
* The image will be clipped to fit inside the working window. Coords are in working window space, not screen space!
*
* @param stream Surface to read the image data from
* @param destinationX X position where the image should be put. Coords are in working window space, not screen space!
* @param destinationY Y position where the image should be put. Coords are in working window space, not screen space!
*/
void renderImageToScreen(Graphics::Surface &surface, int16 destinationX, int16 destinationY, bool wrap = false);
/**
* Sets the current background image to be used by the RenderManager and immediately
* blits it to the screen. (It won't show up until the end of the frame)
*
* @param fileName The name of the image file
*/
void setBackgroundImage(const Common::String &fileName);
/**
* Set the background position (_backgroundOffset). If the current RenderState is PANORAMA, the offset
* will be in the horizontal direction. If the current RenderState is TILT, the offset will be in the
* vertical direction.
*
* This method will not render anything on the screen. So if nothing else is called that renders the
* background, the change won't be seen until next frame.
*
* @param offset The amount to offset the background
*/
void setBackgroundPosition(int offset);
/**
* Set the background scroll velocity. Negative velocities correspond to left / up scrolling and
* positive velocities correspond to right / down scrolling
*
* @param velocity Velocity
*/
void setBackgroundVelocity(int velocity);
/**
* Converts a point in screen coordinate space to image coordinate space
*
* @param point Point in screen coordinate space
* @return Point in image coordinate space
*/
const Common::Point screenSpaceToImageSpace(const Common::Point &point);
/**
* Converts a point in image coordinate space to ***PRE-WARP***
* working window coordinate space
*
* @param point Point in image coordinate space
* @return Point in PRE-WARP working window coordinate space
*/
const Common::Point imageSpaceToWorkingWindowSpace(const Common::Point &point);
/**
* Clip a rectangle to the working window. If it returns false, the original rect
* is not inside the working window.
*
* @param rect The rectangle to clip against the working window
* @return Is rect at least partially inside the working window (true) or completely outside (false)
*/
bool clipRectToWorkingWindow(Common::Rect &rect);
RenderTable *getRenderTable();
uint32 getCurrentBackgroundOffset();
const Graphics::Surface *getBackBuffer() {
return &_backBuffer;
}
/**
* Creates a copy of surface and transposes the data.
*
* Note: The user is responsible for calling free() on the returned surface
* and then deleting it
*
* @param surface The data to be transposed
* @return A copy of the surface with the data transposed
*/
static Graphics::Surface *tranposeSurface(const Graphics::Surface *surface);
private:
/**
* Renders a subRectangle of an image to the backbuffer. The destinationRect and SubRect
* will be clipped to image bound and to working window bounds
*
* @param buffer Pointer to (0, 0) of the image data
* @param imageWidth The width of the original image (not of the subRectangle)
* @param imageHeight The width of the original image (not of the subRectangle)
* @param horizontalPitch The horizontal pitch of the original image
* @param destinationX The x coordinate (in working window space) of where to put the final image
* @param destinationY The y coordinate (in working window space) of where to put the final image
* @param subRectangle A rectangle representing the part of the image that should be rendered
* @param wrap Should the image wrap (tile) if it doesn't completely fill the screen?
*/
void renderSubRectToScreen(Graphics::Surface &surface, int16 destinationX, int16 destinationY, bool wrap);
/**
* Reads an image file pixel data into a Surface buffer. In the process
* it converts the pixel data from RGB 555 to RGB 565. Also, if the image
* is transposed, it will un-transpose the pixel data. The function will
* call destination::create() if the dimensions of destination do not match
* up with the dimensions of the image.
*
* @param fileName The name of a .tga file
* @param destination A reference to the Surface to store the pixel data in
*/
void readImageToSurface(const Common::String &fileName, Graphics::Surface &destination);
/**
* Move the background image by an offset. If we are currently in Panorama mode,
* the offset will correspond to a horizontal motion. If we are currently in Tilt mode,
* the offset will correspond to a vertical motion. This function should not be called
* if we are in Flat mode.
*
* The RenderManager will take care of wrapping the image.
* Ex: If the image has width 1400px, it is legal to offset 1500px.
*
* @param offset The amount to move the background
*/
void moveBackground(int offset);
};
} // End of namespace ZVision
#endif
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