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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.
*
*/
// Main rendering loop
#include "saga/saga.h"
#include "saga/actor.h"
#include "saga/font.h"
#include "saga/gfx.h"
#include "saga/interface.h"
#include "saga/objectmap.h"
#include "saga/puzzle.h"
#include "saga/render.h"
#include "saga/scene.h"
#include "common/timer.h"
#include "common/system.h"
namespace Saga {
const char *test_txt = "The quick brown fox jumped over the lazy dog. She sells sea shells down by the sea shore.";
const char *pauseStringITE = "PAWS GAME";
const char *pauseStringIHNM = "Game Paused";
Render::Render(SagaEngine *vm, OSystem *system) {
_vm = vm;
_system = system;
_initialized = false;
_fullRefresh = true;
#ifdef SAGA_DEBUG
// Initialize FPS timer callback
_vm->getTimerManager()->installTimerProc(&fpsTimerCallback, 1000000, this, "sagaFPS");
#endif
_backGroundSurface.create(_vm->getDisplayInfo().width, _vm->getDisplayInfo().height, Graphics::PixelFormat::createFormatCLUT8());
_flags = 0;
_initialized = true;
}
Render::~Render() {
#ifdef SAGA_DEBUG
_vm->getTimerManager()->removeTimerProc(&fpsTimerCallback);
#endif
_backGroundSurface.free();
_initialized = false;
}
bool Render::initialized() {
return _initialized;
}
void Render::drawScene() {
Point mousePoint;
Point textPoint;
int curMode = _vm->_interface->getMode();
assert(_initialized);
#ifdef SAGA_DEBUG
_renderedFrameCount++;
#endif
// Get mouse coordinates
mousePoint = _vm->mousePos();
if (!_fullRefresh)
restoreChangedRects();
else
_dirtyRects.clear();
if (!(_flags & (RF_DEMO_SUBST | RF_MAP) || curMode == kPanelPlacard)) {
if (_vm->_interface->getFadeMode() != kFadeOut) {
// Display scene background
if (!(_flags & RF_DISABLE_ACTORS) || _vm->getGameId() == GID_ITE)
_vm->_scene->draw();
if (_vm->_scene->isITEPuzzleScene()) {
_vm->_puzzle->movePiece(mousePoint);
_vm->_actor->drawSpeech();
} else {
// Draw queued actors
if (!(_flags & RF_DISABLE_ACTORS))
_vm->_actor->drawActors();
}
// WORKAROUND
// Bug #2886130: "ITE: Graphic Glitches during Cat Tribe Celebration"
if (_vm->_scene->currentSceneNumber() == 274) {
_vm->_interface->drawStatusBar();
}
#ifdef SAGA_DEBUG
if (getFlags() & RF_OBJECTMAP_TEST) {
if (_vm->_scene->_objectMap)
_vm->_scene->_objectMap->draw(mousePoint, kITEColorBrightWhite, kITEColorBlack);
if (_vm->_scene->_actionMap)
_vm->_scene->_actionMap->draw(mousePoint, kITEColorRed, kITEColorBlack);
}
#endif
#ifdef ACTOR_DEBUG
if (getFlags() & RF_ACTOR_PATH_TEST) {
_vm->_actor->drawPathTest();
}
#endif
}
} else {
_fullRefresh = true;
}
if (_flags & RF_MAP)
_vm->_interface->mapPanelDrawCrossHair();
if ((curMode == kPanelOption) ||
(curMode == kPanelQuit) ||
(curMode == kPanelLoad) ||
(curMode == kPanelSave)) {
_vm->_interface->drawOption();
if (curMode == kPanelQuit) {
_vm->_interface->drawQuit();
}
if (curMode == kPanelLoad) {
_vm->_interface->drawLoad();
}
if (curMode == kPanelSave) {
_vm->_interface->drawSave();
}
}
if (curMode == kPanelProtect) {
_vm->_interface->drawProtect();
}
// Draw queued text strings
_vm->_scene->drawTextList();
// Handle user input
_vm->processInput();
#ifdef SAGA_DEBUG
// Display rendering information
if (_flags & RF_SHOW_FPS) {
char txtBuffer[20];
sprintf(txtBuffer, "%d", _fps);
textPoint.x = _vm->_gfx->getBackBufferWidth() - _vm->_font->getStringWidth(kKnownFontSmall, txtBuffer, 0, kFontOutline);
textPoint.y = 2;
_vm->_font->textDraw(kKnownFontSmall, txtBuffer, textPoint, kITEColorBrightWhite, kITEColorBlack, kFontOutline);
}
#endif
// Display "paused game" message, if applicable
if (_flags & RF_RENDERPAUSE) {
const char *pauseString = (_vm->getGameId() == GID_ITE) ? pauseStringITE : pauseStringIHNM;
textPoint.x = (_vm->_gfx->getBackBufferWidth() - _vm->_font->getStringWidth(kKnownFontPause, pauseString, 0, kFontOutline)) / 2;
textPoint.y = 90;
_vm->_font->textDraw(kKnownFontPause, pauseString, textPoint,
_vm->KnownColor2ColorId(kKnownColorBrightWhite), _vm->KnownColor2ColorId(kKnownColorBlack), kFontOutline);
}
// Update user interface
_vm->_interface->update(mousePoint, UPDATE_MOUSEMOVE);
#ifdef SAGA_DEBUG
// Display text formatting test, if applicable
if (_flags & RF_TEXT_TEST) {
Rect rect(mousePoint.x, mousePoint.y, mousePoint.x + 100, mousePoint.y + 50);
_vm->_font->textDrawRect(kKnownFontMedium, test_txt, rect,
kITEColorBrightWhite, kITEColorBlack, (FontEffectFlags)(kFontOutline | kFontCentered));
}
// Display palette test, if applicable
if (_flags & RF_PALETTE_TEST) {
_vm->_gfx->drawPalette();
}
#endif
drawDirtyRects();
_system->updateScreen();
// TODO: Change this to false to use dirty rectangles
// Still quite buggy
_fullRefresh = true;
}
void Render::addDirtyRect(Common::Rect r) {
if (_fullRefresh)
return;
// Clip rectangle
r.clip(_backGroundSurface.w, _backGroundSurface.h);
// If it is empty after clipping, we are done
if (r.isEmpty())
return;
// Check if the new rectangle is contained within another in the list
Common::List<Common::Rect>::iterator it;
for (it = _dirtyRects.begin(); it != _dirtyRects.end(); ) {
// If we find a rectangle which fully contains the new one,
// we can abort the search.
if (it->contains(r))
return;
// Conversely, if we find rectangles which are contained in
// the new one, we can remove them
if (r.contains(*it))
it = _dirtyRects.erase(it);
else
++it;
}
// If we got here, we can safely add r to the list of dirty rects.
if (_vm->_interface->getFadeMode() != kFadeOut)
_dirtyRects.push_back(r);
}
void Render::restoreChangedRects() {
if (!_fullRefresh) {
Common::List<Common::Rect>::const_iterator it;
for (it = _dirtyRects.begin(); it != _dirtyRects.end(); ++it) {
//_backGroundSurface.frameRect(*it, 1); // DEBUG
if (_vm->_interface->getFadeMode() != kFadeOut)
g_system->copyRectToScreen(_vm->_gfx->getBackBufferPixels(), _backGroundSurface.w, it->left, it->top, it->width(), it->height());
}
}
_dirtyRects.clear();
}
void Render::drawDirtyRects() {
if (!_fullRefresh) {
Common::List<Common::Rect>::const_iterator it;
for (it = _dirtyRects.begin(); it != _dirtyRects.end(); ++it) {
//_backGroundSurface.frameRect(*it, 2); // DEBUG
if (_vm->_interface->getFadeMode() != kFadeOut)
g_system->copyRectToScreen(_vm->_gfx->getBackBufferPixels(), _backGroundSurface.w, it->left, it->top, it->width(), it->height());
}
} else {
_system->copyRectToScreen(_vm->_gfx->getBackBufferPixels(), _vm->_gfx->getBackBufferWidth(), 0, 0,
_vm->_gfx->getBackBufferWidth(), _vm->_gfx->getBackBufferHeight());
}
_dirtyRects.clear();
}
#ifdef SAGA_DEBUG
void Render::fpsTimerCallback(void *refCon) {
((Render *)refCon)->fpsTimer();
}
void Render::fpsTimer() {
// CHECKME: This is potentially called from a different thread because it is
// called from a timer callback. However, it does not seem to take any
// precautions to avoid race conditions.
_fps = _renderedFrameCount;
_renderedFrameCount = 0;
}
#endif
} // End of namespace Saga
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