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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.
*
* $URL$
* $Id$
*
*/
#ifndef VECTOR_RENDERER_H
#define VECTOR_RENDERER_H
#include "common/scummsys.h"
#include "common/system.h"
#include "graphics/surface.h"
#include "graphics/colormasks.h"
#include "gui/ThemeEngine.h"
// To assure we have VECTOR_RENDERER_FORMAT specified when
// DISABLE_FANCY_THEMES is defined, we error out elsewise
#if defined(DISABLE_FANCY_THEMES) && !defined(VECTOR_RENDERER_FORMAT)
#error "You need to specify a fixed overlay format via VECTOR_RENDERER_FORMAT"
#endif
namespace Graphics {
class VectorRenderer;
struct DrawStep {
struct Color {
uint8 r, g, b;
bool set;
};
Color fgColor; /**< Foreground color */
Color bgColor; /**< background color */
Color gradColor1; /**< gradient start*/
Color gradColor2; /**< gradient end */
Color bevelColor;
bool autoWidth, autoHeight;
int16 x, y, w, h; /**< width, height and position, if not measured automatically.
negative values mean counting from the opposite direction */
enum VectorAlignment {
kVectorAlignManual,
kVectorAlignLeft,
kVectorAlignRight,
kVectorAlignBottom,
kVectorAlignTop,
kVectorAlignCenter
} xAlign, yAlign;
uint8 shadow, stroke, factor, radius, bevel; /**< Misc options... */
uint8 fillMode; /**< active fill mode */
uint32 extraData; /**< Generic parameter for extra options (orientation/bevel) */
uint32 scale; /**< scale of all the coordinates in FIXED POINT with 16 bits mantissa */
void (VectorRenderer::*drawingCall)(const Common::Rect &, const DrawStep &); /** Pointer to drawing function */
Graphics::Surface *blitSrc;
};
VectorRenderer *createRenderer(int mode);
/**
* VectorRenderer: The core Vector Renderer Class
*
* This virtual class exposes the API with all the vectorial
* rendering functions that may be used to draw on a given Surface.
*
* This class must be instantiated as one of its children, which implement
* the actual rendering functionality for each Byte Depth / Byte Format
* combination, and may also contain platform specific code.
*
* When specifying define DISABLE_FANCY_THEMES eye candy related code
* gets stripped off. This is especially useful for small devices like NDS.
* Also note that if you specify DISABLE_FANCY_THEMES, you'll need to
* specify a forced overlay bit format via VECTOR_RENDERER_FORMAT define.
* The value looks like 'XYZ' for RXGYBZ mode, so R5G5B5 would be specified
* via:
* #define VECTOR_RENDERER_FORMAT 565
*
* TODO: Expand documentation.
*
* @see VectorRendererSpec
* @see VectorRendererAA
*/
class VectorRenderer {
public:
VectorRenderer() : _activeSurface(NULL), _fillMode(kFillDisabled), _shadowOffset(0),
_disableShadows(false), _strokeWidth(1), _gradientFactor(1) {
}
virtual ~VectorRenderer() {}
/** Specifies the way in which a shape is filled */
enum FillMode {
kFillDisabled = 0,
kFillForeground = 1,
kFillBackground = 2,
kFillGradient = 3
};
enum TriangleOrientation {
kTriangleAuto = 0,
kTriangleUp,
kTriangleDown,
kTriangleLeft,
kTriangleRight
};
#ifndef DISABLE_FANCY_THEMES
enum ConvolutionData {
kConvolutionSoftBlur,
kConvolutionHardBlur,
kConvolutionGaussianBlur,
kConvolutionEmboss,
kConvolutionSharpen,
kConvolutionEdgeDetect,
kConvolutionMAX
};
struct ConvolutionDataSet {
int matrix[3][3];
int divisor;
int offset;
};
#endif
/**
* Draws a line by considering the special cases for optimization.
*
* @param x1 Horizontal (X) coordinate for the line start
* @param x2 Horizontal (X) coordinate for the line end
* @param y1 Vertical (Y) coordinate for the line start
* @param y2 Vertical (Y) coordinate for the line end
*/
virtual void drawLine(int x1, int y1, int x2, int y2) = 0;
/**
* Draws a circle centered at (x,y) with radius r.
*
* @param x Horizontal (X) coordinate for the center of the circle
* @param y Vertical (Y) coordinate for the center of the circle
* @param r Radius of the circle.
*/
virtual void drawCircle(int x, int y, int r) = 0;
/**
* Draws a square starting at (x,y) with the given width and height.
*
* @param x Horizontal (X) coordinate for the center of the square
* @param y Vertical (Y) coordinate for the center of the square
* @param w Width of the square.
* @param h Height of the square
*/
virtual void drawSquare(int x, int y, int w, int h) = 0;
/**
* Draws a rounded square starting at (x,y) with the given width and height.
* The corners of the square are rounded with the given radius.
*
* @param x Horizontal (X) coordinate for the center of the square
* @param y Vertical (Y) coordinate for the center of the square
* @param w Width of the square.
* @param h Height of the square
* @param r Radius of the corners.
*/
virtual void drawRoundedSquare(int x, int y, int r, int w, int h) = 0;
/**
* Draws a triangle starting at (x,y) with the given base and height.
* The triangle will always be isosceles, with the given base and height.
* The orientation parameter controls the position of the base of the triangle.
*
* @param x Horizontal (X) coordinate for the top left corner of the triangle
* @param y Vertical (Y) coordinate for the top left corner of the triangle
* @param base Width of the base of the triangle
* @param h Height of the triangle
* @param orient Orientation of the triangle.
*/
virtual void drawTriangle(int x, int y, int base, int height, TriangleOrientation orient) = 0;
/**
* Draws a beveled square like the ones in the Classic GUI themes.
* Beveled squares are always drawn with a transparent background. Draw them on top
* of a standard square to fill it.
*
* @param x Horizontal (X) coordinate for the center of the square
* @param y Vertical (Y) coordinate for the center of the square
* @param w Width of the square.
* @param h Height of the square
* @param bevel Amount of bevel. Must be positive.
*/
virtual void drawBeveledSquare(int x, int y, int w, int h, int bevel) = 0;
/**
* Draws a tab-like shape, specially thought for the Tab widget.
* If a radius is given, the tab will have rounded corners. Otherwise,
* the tab will be squared.
*
* @param x Horizontal (X) coordinate for the tab
* @param y Vertical (Y) coordinate for the tab
* @param w Width of the tab
* @param h Height of the tab
* @param r Radius of the corners of the tab (0 for squared tabs).
*/
virtual void drawTab(int x, int y, int r, int w, int h) = 0;
/**
* Simple helper function to draw a cross.
*/
virtual void drawCross(int x, int y, int w, int h) {
drawLine(x, y, x + w, y + w);
drawLine(x + w, y, x, y + h);
}
/**
* Gets the pixel pitch for the current drawing surface.
* Note: This is a real pixel-pitch, not a byte-pitch.
* That means it can be safely used in pointer arithmetics and
* in pixel manipulation.
*
* @return integer with the active bytes per pixel
*/
virtual uint16 surfacePitch() {
return _activeSurface->pitch / _activeSurface->bytesPerPixel;
}
/**
* Gets the BYTES (not bits) per Pixel we are working on,
* based on the active drawing surface.
*
* @return integer byte with the active bytes per pixel value
*/
virtual uint8 bytesPerPixel() {
return _activeSurface->bytesPerPixel;
}
/**
* Set the active foreground painting color for the renderer.
* All the foreground drawing from then on will be done with that color, unless
* specified otherwise.
*
* Foreground drawing means all outlines and basic shapes.
*
* @param r value of the red color byte
* @param g value of the green color byte
* @param b value of the blue color byte
*/
virtual void setFgColor(uint8 r, uint8 g, uint8 b) = 0;
/**
* Set the active background painting color for the renderer.
* All the background drawing from then on will be done with that color, unless
* specified otherwise.
*
* Background drawing means all the shape filling.
*
* @param r value of the red color byte
* @param g value of the green color byte
* @param b value of the blue color byte
*/
virtual void setBgColor(uint8 r, uint8 g, uint8 b) = 0;
virtual void setBevelColor(uint8 r, uint8 g, uint8 b) = 0;
/**
* Set the active gradient color. All shapes drawn using kFillGradient
* as their fill mode will use this VERTICAL gradient as their fill color.
*
* @param r1 value of the red color byte for the start color
* @param g1 value of the green color byte for the start color
* @param b1 value of the blue color byte for the start color
* @param r2 value of the red color byte for the end color
* @param g2 value of the green color byte for the end color
* @param b2 value of the blue color byte for the end color
*/
virtual void setGradientColors(uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2) = 0;
/**
* Sets the active drawing surface. All drawing from this
* point on will be done on that surface.
*
* @param surface Pointer to a Surface object.
*/
virtual void setSurface(Surface *surface) {
_activeSurface = surface;
}
/**
* Fills the active surface with the specified fg/bg color or the active gradient.
* Defaults to using the active Foreground color for filling.
*
* @param mode Fill mode (bg, fg or gradient) used to fill the surface
*/
virtual void fillSurface() = 0;
/**
* Clears the active surface.
*/
virtual void clearSurface() {
byte *src = (byte *)_activeSurface->pixels;
memset(src, 0, _activeSurface->w * _activeSurface->h * _activeSurface->bytesPerPixel);
}
/**
* Sets the active fill mode for all shapes.
*
* @see VectorRenderer::FillMode
* @param mode Specified fill mode.
*/
virtual void setFillMode(FillMode mode) {
_fillMode = mode;
}
/**
* Sets the stroke width. All shapes drawn with a stroke will
* have that width. Pass 0 to disable shape stroking.
*
* @param width Width of the stroke in pixels.
*/
virtual void setStrokeWidth(int width) {
_strokeWidth = width;
}
/**
* Enables adding shadows to all drawn primitives.
* Shadows are drawn automatically under the shapes. The given offset
* controls their intensity and size (the higher the offset, the
* bigger the shadows). If the offset is 0, no shadows are drawn.
*
* @param offset Shadow offset.
*/
virtual void setShadowOffset(int offset) {
if (offset >= 0)
_shadowOffset = offset;
}
virtual void setBevel(int amount) {
if (amount >= 0)
_bevel = amount;
}
/**
* Sets the multiplication factor of the active gradient.
*
* @see _gradientFactor
* @param factor Multiplication factor.
*/
virtual void setGradientFactor(int factor) {
if (factor > 0)
_gradientFactor = factor;
}
/**
* Translates the position data inside a DrawStep into actual
* screen drawing positions.
*/
void stepGetPositions(const DrawStep &step, const Common::Rect &area, uint16 &in_x, uint16 &in_y, uint16 &in_w, uint16 &in_h);
/**
* Translates the radius data inside a drawstep into the real radius
* for the shape. Used for automatic radius calculations.
*/
int stepGetRadius(const DrawStep &step, const Common::Rect &area);
/**
* DrawStep callback functions for each drawing feature
*/
void drawCallback_CIRCLE(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h, radius;
radius = stepGetRadius(step, area);
stepGetPositions(step, area, x, y, w, h);
drawCircle(x + radius, y + radius, radius);
}
void drawCallback_SQUARE(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h;
stepGetPositions(step, area, x, y, w, h);
drawSquare(x, y, w, h);
}
void drawCallback_LINE(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h;
stepGetPositions(step, area, x, y, w, h);
drawLine(x, y, x + w, y + w);
}
void drawCallback_ROUNDSQ(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h;
stepGetPositions(step, area, x, y, w, h);
drawRoundedSquare(x, y, stepGetRadius(step, area), w, h);
}
void drawCallback_FILLSURFACE(const Common::Rect &area, const DrawStep &step) {
fillSurface();
}
void drawCallback_TRIANGLE(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h;
stepGetPositions(step, area, x, y, w, h);
drawTriangle(x, y, w, h, (TriangleOrientation)step.extraData);
}
void drawCallback_BEVELSQ(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h;
stepGetPositions(step, area, x, y, w, h);
drawBeveledSquare(x, y, w, h, _bevel);
}
void drawCallback_TAB(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h;
stepGetPositions(step, area, x, y, w, h);
drawTab(x, y, stepGetRadius(step, area), w, h);
}
void drawCallback_BITMAP(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h;
stepGetPositions(step, area, x, y, w, h);
blitAlphaBitmap(step.blitSrc, Common::Rect(x, y, x + w, y + h));
}
void drawCallback_CROSS(const Common::Rect &area, const DrawStep &step) {
uint16 x, y, w, h;
stepGetPositions(step, area, x, y, w, h);
drawCross(x, y, w, h);
}
void drawCallback_VOID(const Common::Rect &area, const DrawStep &step) {}
/**
* Draws the specified draw step on the screen.
*
* @see DrawStep
* @param area Zone to paint on
* @param step Pointer to a DrawStep struct.
*/
virtual void drawStep(const Common::Rect &area, const DrawStep &step, uint32 extra = 0);
/**
* Copies the part of the current frame to the system overlay.
*
* @param sys Pointer to the global System class
* @param r Zone of the surface to copy into the overlay.
*/
virtual void copyFrame(OSystem *sys, const Common::Rect &r) = 0;
/**
* Copies the current surface to the system overlay
*
* @param sys Pointer to the global System class
*/
virtual void copyWholeFrame(OSystem *sys) = 0;
/**
* Blits a given graphics surface on top of the current drawing surface.
*
* Note that the source surface and the active
* surface are expected to be of the same size, hence the area delimited
* by "r" in the source surface will be blitted into the area delimited by
* "r" on the current surface.
*
* If you wish to blit a smaller surface into the active drawing area, use
* VectorRenderer::blitSubSurface().
*
* @param source Surface to blit into the drawing surface.
* @param r Position in the active drawing surface to do the blitting.
*/
virtual void blitSurface(const Graphics::Surface *source, const Common::Rect &r) = 0;
/**
* Blits a given graphics surface into a small area of the current drawing surface.
*
* Note that the given surface is expected to be smaller than the
* active drawing surface, hence the WHOLE source surface will be
* blitted into the active surface, at the position specified by "r".
*/
virtual void blitSubSurface(const Graphics::Surface *source, const Common::Rect &r) = 0;
virtual void blitAlphaBitmap(const Graphics::Surface *source, const Common::Rect &r) = 0;
/**
* Draws a string into the screen. Wrapper for the Graphics::Font string drawing
* method.
*/
virtual void drawString(const Graphics::Font *font, const Common::String &text,
const Common::Rect &area, Graphics::TextAlign alignH,
GUI::ThemeEngine::TextAlignVertical alignV, int deltax, bool useEllipsis) = 0;
/**
* Allows to temporarily enable/disable all shadows drawing.
* i.e. for performance issues, blitting, etc
*/
virtual void disableShadows() { _disableShadows = true; }
virtual void enableShadows() { _disableShadows = false; }
#ifndef DISABLE_FANCY_THEMES
/**
* Applies a convolution matrix on the given surface area.
* Call applyConvolutionMatrix() instead if you want to use
* the embedded matrixes (blur/sharpen masks, bevels, etc).
*
* @param area Area in which the convolution matrix will be applied.
* @param filter Convolution matrix (3X3)
* @param filterDiv Divisor for the convolution matrix.
* Make sure this equals the total sum of the elements
* of the matrix or brightness data will be distorted.
* @param offset Offset on the convolution area.
*/
virtual void areaConvolution(const Common::Rect &area, const int filter[3][3], int filterDiv, int offset) = 0;
/**
* Applies one of the predefined convolution effects on the given area.
*
* WARNING: Because of performance issues, this is currently disabled on all renderers.
*
* @param id Id of the convolution data set (see VectorRenderer::ConvolutionData)
* @param area Area in which the convolution effect will be applied.
*/
virtual void applyConvolutionMatrix(const ConvolutionData id, const Common::Rect &area) {
areaConvolution(area, _convolutionData[id].matrix, _convolutionData[id].divisor, _convolutionData[id].offset);
}
#endif
/**
* Applies a whole-screen shading effect, used before opening a new dialog.
* Currently supports screen dimmings and luminance (b&w).
*/
virtual void applyScreenShading(GUI::ThemeEngine::ShadingStyle) = 0;
protected:
Surface *_activeSurface; /**< Pointer to the surface currently being drawn */
FillMode _fillMode; /**< Defines in which way (if any) are filled the drawn shapes */
int _shadowOffset; /**< offset for drawn shadows */
int _bevel; /**< amount of fake bevel */
bool _disableShadows; /**< Disables temporarily shadow drawing for overlayed images. */
int _strokeWidth; /**< Width of the stroke of all drawn shapes */
uint32 _dynamicData; /**< Dynamic data from the GUI Theme that modifies the drawing of the current shape */
int _gradientFactor; /**< Multiplication factor of the active gradient */
int _gradientBytes[3]; /**< Color bytes of the active gradient, used to speed up calculation */
#ifndef DISABLE_FANCY_THEMES
static const ConvolutionDataSet _convolutionData[kConvolutionMAX];
#endif
};
} // end of namespace Graphics
#endif
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