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/* Copyright (C) 1994-2005 Revolution Software Ltd
*
* 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.
*
* $Header$
*/
#include "common/stdafx.h"
#include "common/system.h"
#include "sword2/sword2.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/menu.h"
#include "sword2/driver/render.h"
namespace Sword2 {
Graphics::Graphics(Sword2Engine *vm, int16 width, int16 height)
: _vm(vm), _iconCount(0), _needFullRedraw(false),
_fadeStatus(RDFADE_NONE), _mouseSprite(NULL), _mouseAnim(NULL),
_luggageAnim(NULL), _layer(0), _renderAverageTime(60),
_lightMask(NULL), _screenWide(width), _screenDeep(height) {
int i, j;
_buffer = _dirtyGrid = NULL;
_buffer = (byte *) malloc(width * height);
if (!_buffer)
error("Could not initialise display");
_vm->_system->initSize(width, height);
_gridWide = width / CELLWIDE;
_gridDeep = height / CELLDEEP;
if ((width % CELLWIDE) || (height % CELLDEEP))
error("Bad cell size");
_dirtyGrid = (byte *) calloc(_gridWide, _gridDeep);
if (!_buffer)
error("Could not initialise dirty grid");
for (i = 0; i < ARRAYSIZE(_blockSurfaces); i++)
_blockSurfaces[i] = NULL;
for (i = 0; i < 2; i++) {
for (j = 0; j < RDMENU_MAXPOCKETS; j++) {
_icons[i][j] = NULL;
_pocketStatus[i][j] = 0;
}
_menuStatus[i] = RDMENU_HIDDEN;
}
}
Graphics::~Graphics() {
free(_buffer);
free(_dirtyGrid);
closeBackgroundLayer();
free(_lightMask);
free(_mouseAnim);
free(_luggageAnim);
for (int i = 0; i < 2; i++)
for (int j = 0; j < RDMENU_MAXPOCKETS; j++)
free(_icons[i][j]);
}
/**
* @return the graphics detail setting
*/
int8 Graphics::getRenderLevel(void) {
return _renderLevel;
}
void Graphics::setRenderLevel(int8 level) {
_renderLevel = level;
switch (_renderLevel) {
case 0:
// Lowest setting: no fancy stuff
_renderCaps = 0;
break;
case 1:
// Medium-low setting: transparency-blending
_renderCaps = RDBLTFX_SPRITEBLEND;
break;
case 2:
// Medium-high setting: transparency-blending + shading
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND;
break;
case 3:
// Highest setting: transparency-blending + shading +
// edge-blending + improved stretching
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
break;
}
}
/**
* Fill the screen buffer with palette colour zero. Note that it does not
* touch the menu areas of the screen.
*/
void Graphics::clearScene(void) {
memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
_needFullRedraw = true;
}
} // End of namespace Sword2
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