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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
// Main rendering loop
#include "reinherit.h"
#include "systimer.h"
#include "yslib.h"
#include <SDL.h>
#include "actor_mod.h"
#include "console_mod.h"
#include "cvar_mod.h"
#include "font_mod.h"
#include "game_mod.h"
#include "gfx_mod.h"
#include "interface_mod.h"
#include "scene_mod.h"
#include "sprite_mod.h"
#include "text_mod.h"
#include "actionmap_mod.h"
#include "objectmap_mod.h"
#include "render_mod.h"
#include "render.h"
namespace Saga {
static R_RENDER_MODULE RenderModule;
const char *test_txt = "The quick brown fox jumped over the lazy dog. She sells sea shells down by the sea shore.";
int RENDER_Register() {
// Register "r_softcursor" cfg cvar
RenderModule.r_softcursor = R_SOFTCURSOR_DEFAULT;
if (CVAR_Register_I(&RenderModule.r_softcursor,
"r_softcursor", NULL, R_CVAR_CFG, 0, 1) != R_SUCCESS) {
return R_FAILURE;
}
return R_SUCCESS;
}
int RENDER_Init() {
R_GAME_DISPLAYINFO disp_info;
R_SYSGFX_INIT gfx_init;
int result;
int tmp_w, tmp_h, tmp_bytepp;
// Initialize system graphics
GAME_GetDisplayInfo(&disp_info);
gfx_init.backbuf_bpp = 8; // all games are 8 bpp so far
gfx_init.backbuf_w = disp_info.logical_w;
gfx_init.backbuf_h = disp_info.logical_h;
gfx_init.screen_bpp = 8;
gfx_init.screen_w = disp_info.logical_w;
gfx_init.screen_h = disp_info.logical_h;
if (SYSGFX_Init(&gfx_init) != R_SUCCESS) {
return R_FAILURE;
}
// Initialize FPS timer callback
result = SYSTIMER_CreateTimer(&RenderModule.r_fps_timer, 1000, NULL, RENDER_FpsTimer);
if (result != R_SUCCESS) {
return R_FAILURE;
}
// Create background buffer
RenderModule.r_bg_buf_w = disp_info.logical_w;
RenderModule.r_bg_buf_h = disp_info.logical_h;
RenderModule.r_bg_buf = (byte *)calloc(disp_info.logical_w, disp_info.logical_h);
if (RenderModule.r_bg_buf == NULL) {
return R_MEM;
}
// Allocate temp buffer for animation decoding,
// graphics scalers (2xSaI), etc.
tmp_w = disp_info.logical_w;
tmp_h = disp_info.logical_h + 4; // BG unbanking requres extra rows
tmp_bytepp = 1;
RenderModule.r_tmp_buf = (byte *)calloc(1, tmp_w * tmp_h * tmp_bytepp);
if (RenderModule.r_tmp_buf == NULL) {
free(RenderModule.r_bg_buf);
return R_MEM;
}
RenderModule.r_tmp_buf_w = tmp_w;
RenderModule.r_tmp_buf_h = tmp_h;
RenderModule.r_screen_surface = SYSGFX_GetScreenSurface();
RenderModule.r_backbuf_surface = SYSGFX_GetBackBuffer();
// Initialize cursor state
if (RenderModule.r_softcursor) {
SYSINPUT_HideMouse();
}
RenderModule.initialized = 1;
return R_SUCCESS;
}
int RENDER_DrawScene() {
R_SURFACE *screen_surface;
R_SURFACE *backbuf_surface;
R_SURFACE *display_surface;
R_GAME_DISPLAYINFO disp_info;
R_SCENE_INFO scene_info;
SCENE_BGINFO bg_info;
R_POINT bg_pt;
char txt_buf[20];
int fps_width;
R_POINT mouse_pt;
int mouse_x, mouse_y;
if (!RenderModule.initialized) {
return R_FAILURE;
}
RenderModule.r_framecount++;
screen_surface = RenderModule.r_screen_surface;
backbuf_surface = RenderModule.r_backbuf_surface;
// Get mouse coordinates
SYSINPUT_GetMousePos(&mouse_x, &mouse_y);
mouse_pt.x = mouse_x;
mouse_pt.y = mouse_y;
SCENE_GetBGInfo(&bg_info);
GAME_GetDisplayInfo(&disp_info);
bg_pt.x = 0;
bg_pt.y = 0;
// Display scene background
SCENE_Draw(backbuf_surface);
// Display scene maps, if applicable
if (RENDER_GetFlags() & RF_OBJECTMAP_TEST) {
OBJECTMAP_Draw(backbuf_surface, &mouse_pt, SYSGFX_GetWhite(), SYSGFX_GetBlack());
ACTIONMAP_Draw(backbuf_surface, SYSGFX_MatchColor(R_RGB_RED));
}
// Draw queued actors
ACTOR_DrawList();
// Draw queued text strings
SCENE_GetInfo(&scene_info);
TEXT_DrawList(scene_info.text_list, backbuf_surface);
// Handle user input
SYSINPUT_ProcessInput();
// Display rendering information
if (RenderModule.r_flags & RF_SHOW_FPS) {
sprintf(txt_buf, "%d", RenderModule.r_fps);
fps_width = FONT_GetStringWidth(SMALL_FONT_ID, txt_buf, 0, FONT_NORMAL);
FONT_Draw(SMALL_FONT_ID, backbuf_surface, txt_buf, 0, backbuf_surface->buf_w - fps_width, 2,
SYSGFX_GetWhite(), SYSGFX_GetBlack(), FONT_OUTLINE);
}
// Display "paused game" message, if applicable
if (RenderModule.r_flags & RF_RENDERPAUSE) {
int msg_len = strlen(R_PAUSEGAME_MSG);
int msg_w = FONT_GetStringWidth(BIG_FONT_ID, R_PAUSEGAME_MSG, msg_len, FONT_OUTLINE);
FONT_Draw(BIG_FONT_ID, backbuf_surface, R_PAUSEGAME_MSG, msg_len,
(backbuf_surface->buf_w - msg_w) / 2, 90, SYSGFX_GetWhite(), SYSGFX_GetBlack(), FONT_OUTLINE);
}
// Update user interface
INTERFACE_Update(&mouse_pt, UPDATE_MOUSEMOVE);
if (RenderModule.r_softcursor) {
GFX_DrawCursor(backbuf_surface, &mouse_pt);
}
// Display text formatting test, if applicable
if (RenderModule.r_flags & RF_TEXT_TEST) {
TEXT_Draw(MEDIUM_FONT_ID, backbuf_surface, test_txt, mouse_pt.x, mouse_pt.y,
SYSGFX_GetWhite(), SYSGFX_GetBlack(), FONT_OUTLINE | FONT_CENTERED);
}
// Display palette test, if applicable
if (RenderModule.r_flags & RF_PALETTE_TEST) {
GFX_DrawPalette(backbuf_surface);
}
// Draw console
CON_Draw(backbuf_surface);
// Display the current frame
display_surface = backbuf_surface;
SYSGFX_LockSurface(screen_surface);
SYSGFX_LockSurface(display_surface);
GFX_SimpleBlit(screen_surface, display_surface);
SYSGFX_UnlockSurface(display_surface);
SYSGFX_UnlockSurface(screen_surface);
// FIXME
SDL_UpdateRect((SDL_Surface *)screen_surface->impl_src, 0, 0, 0, 0);
return R_SUCCESS;
}
unsigned int RENDER_GetFrameCount() {
return RenderModule.r_framecount;
}
unsigned int RENDER_ResetFrameCount() {
unsigned int framecount = RenderModule.r_framecount;
RenderModule.r_framecount = 0;
return framecount;
}
void RENDER_FpsTimer(unsigned long interval, void *param) {
YS_IGNORE_PARAM(interval);
YS_IGNORE_PARAM(param);
RenderModule.r_fps = RenderModule.r_framecount;
RenderModule.r_framecount = 0;
return;
}
unsigned int RENDER_GetFlags() {
return RenderModule.r_flags;
}
void RENDER_SetFlag(unsigned int flag) {
RenderModule.r_flags |= flag;
}
void RENDER_ToggleFlag(unsigned int flag) {
RenderModule.r_flags ^= flag;
}
int RENDER_GetBufferInfo(R_BUFFER_INFO *r_bufinfo) {
assert(r_bufinfo != NULL);
r_bufinfo->r_bg_buf = RenderModule.r_bg_buf;
r_bufinfo->r_bg_buf_w = RenderModule.r_bg_buf_w;
r_bufinfo->r_bg_buf_h = RenderModule.r_bg_buf_h;
r_bufinfo->r_tmp_buf = RenderModule.r_tmp_buf;
r_bufinfo->r_tmp_buf_w = RenderModule.r_tmp_buf_w;
r_bufinfo->r_tmp_buf_h = RenderModule.r_tmp_buf_h;
return R_SUCCESS;
}
} // End of namespace Saga
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