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
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
|
/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 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"
namespace Sword2 {
/**
* Tell updateDisplay() that the scene needs to be completely updated.
*/
void Screen::setNeedFullRedraw() {
_needFullRedraw = true;
}
/**
* Mark an area of the screen as dirty, first generation.
*/
void Screen::markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1) {
int16 gridX0 = x0 / CELLWIDE;
int16 gridY0 = y0 / CELLDEEP;
int16 gridX1 = x1 / CELLWIDE;
int16 gridY1 = y1 / CELLDEEP;
for (int16 i = gridY0; i <= gridY1; i++)
for (int16 j = gridX0; j <= gridX1; j++)
_dirtyGrid[i * _gridWide + j] = 2;
}
/**
* This function has two purposes: It redraws the scene, and it handles input
* events, palette fading, etc. It should be called at a high rate (> 20 per
* second), but the scene is usually only redrawn about 12 times per second,
* except when then screen is scrolling.
*
* @param redrawScene If true, redraw the scene.
*/
void Screen::updateDisplay(bool redrawScene) {
_vm->parseInputEvents();
fadeServer();
if (redrawScene) {
int i;
// Note that the entire scene is always rendered, which is less
// than optimal, but at least we can try to be intelligent
// about updating the screen afterwards.
if (_needFullRedraw) {
// Update the entire screen. This is necessary when
// scrolling, fading, etc.
_vm->_system->copyRectToScreen(_buffer + MENUDEEP * _screenWide, _screenWide, 0, MENUDEEP, _screenWide, _screenDeep - 2 * MENUDEEP);
_needFullRedraw = false;
} else {
// Update only the dirty areas of the screen
int j, x, y;
int stripWide;
for (i = 0; i < _gridDeep; i++) {
stripWide = 0;
for (j = 0; j < _gridWide; j++) {
if (_dirtyGrid[i * _gridWide + j]) {
stripWide++;
} else if (stripWide) {
x = CELLWIDE * (j - stripWide);
y = CELLDEEP * i;
_vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
stripWide = 0;
}
}
if (stripWide) {
x = CELLWIDE * (j - stripWide);
y = CELLDEEP * i;
_vm->_system->copyRectToScreen(_buffer + y * _screenWide + x, _screenWide, x, y, stripWide * CELLWIDE, CELLDEEP);
stripWide = 0;
}
}
}
// Age the dirty cells one generation. This way we keep track
// of both the cells that were updated this time, and the ones
// that were updated the last time.
for (i = 0; i < _gridWide * _gridDeep; i++)
_dirtyGrid[i] >>= 1;
}
// We always need to update because of fades, menu animations, etc.
_vm->_system->updateScreen();
}
} // End of namespace Sword2
|