aboutsummaryrefslogtreecommitdiff
path: root/sword2/driver/d_draw.cpp
blob: 9b865f38665b5947d9a2c58f65136ca04e259088 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
/* Copyright (C) 1994-1998 Revolution Software Ltd.
 * Copyright (C) 2003-2005 The ScummVM project
 *
 * 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.
 *
 * $Header$
 */

#include "common/stdafx.h"
#include "common/system.h"
#include "sword2/sword2.h"
#include "sword2/mouse.h"

namespace Sword2 {

/**
 * @return the graphics detail setting
 */

int8 Screen::getRenderLevel() {
	return _renderLevel;
}

void Screen::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 Screen::clearScene() {
	memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
	_needFullRedraw = true;
}

} // End of namespace Sword2