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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.
*
*/
#include "common/rational.h" // for Rational, operator*
#include "common/system.h" // for OSystem, g_system
#include "common/memstream.h"
#include "graphics/cursorman.h" // for CursorMan
#include "graphics/maccursor.h"
#include "sci/graphics/celobj32.h" // for CelObjView, CelInfo32, Ratio
#include "sci/graphics/cursor32.h"
#include "sci/graphics/frameout.h" // for GfxFrameout
namespace Sci {
GfxCursor32::GfxCursor32() :
_hideCount(0),
_position(0, 0),
_needsPaint(false) {
}
void GfxCursor32::init(const Buffer &outputBuffer) {
_screen = outputBuffer;
_screenRegion.rect = Common::Rect(_screen.w, _screen.h);
_screenRegion.data = static_cast<byte *>(_screen.getPixels());
_restrictedArea = _screenRegion.rect;
}
GfxCursor32::~GfxCursor32() {
free(_cursor.data);
free(_cursorBack.data);
free(_scratch1.data);
free(_scratch2.data);
free(_savedScreenRegion.data);
}
void GfxCursor32::hide() {
if (_hideCount++) {
return;
}
g_system->showMouse(false);
if (!_cursorBack.rect.isEmpty()) {
drawToScreen(_cursorBack);
}
}
void GfxCursor32::revealCursor() {
_cursorBack.rect = _cursor.rect;
_cursorBack.rect.clip(_screenRegion.rect);
if (_cursorBack.rect.isEmpty()) {
return;
}
copyFromScreen(_cursorBack);
_scratch1.rect = _cursor.rect;
copy<false>(_scratch1, _cursorBack);
copy<true>(_scratch1, _cursor);
drawToScreen(_scratch1);
}
template <bool SKIP>
void GfxCursor32::copy(DrawRegion &target, const DrawRegion &source) {
if (source.rect.isEmpty()) {
return;
}
Common::Rect drawRect(source.rect);
drawRect.clip(target.rect);
if (drawRect.isEmpty()) {
return;
}
const int16 sourceXOffset = drawRect.left - source.rect.left;
const int16 sourceYOffset = drawRect.top - source.rect.top;
const int16 drawRectWidth = drawRect.width();
const int16 drawRectHeight = drawRect.height();
byte *targetPixel = target.data + ((drawRect.top - target.rect.top) * target.rect.width()) + (drawRect.left - target.rect.left);
const byte *sourcePixel = source.data + (sourceYOffset * source.rect.width()) + sourceXOffset;
const uint8 skipColor = source.skipColor;
int16 sourceStride = source.rect.width();
int16 targetStride = target.rect.width();
if (SKIP) {
sourceStride -= drawRectWidth;
targetStride -= drawRectWidth;
}
for (int16 y = 0; y < drawRectHeight; ++y) {
if (SKIP) {
for (int16 x = 0; x < drawRectWidth; ++x) {
if (*sourcePixel != skipColor) {
*targetPixel = *sourcePixel;
}
++targetPixel;
++sourcePixel;
}
} else {
memcpy(targetPixel, sourcePixel, drawRectWidth);
}
targetPixel += targetStride;
sourcePixel += sourceStride;
}
}
void GfxCursor32::drawToScreen(const DrawRegion &source) {
Common::Rect drawRect(source.rect);
drawRect.clip(_screenRegion.rect);
const int16 sourceXOffset = drawRect.left - source.rect.left;
const int16 sourceYOffset = drawRect.top - source.rect.top;
byte *sourcePixel = source.data + (sourceYOffset * source.rect.width()) + sourceXOffset;
g_system->copyRectToScreen(sourcePixel, source.rect.width(), drawRect.left, drawRect.top, drawRect.width(), drawRect.height());
}
void GfxCursor32::unhide() {
if (_hideCount == 0 || --_hideCount) {
return;
}
g_system->showMouse(true);
_cursor.rect.moveTo(_position.x - _hotSpot.x, _position.y - _hotSpot.y);
revealCursor();
}
void GfxCursor32::show() {
if (_hideCount) {
g_system->showMouse(true);
_hideCount = 0;
_cursor.rect.moveTo(_position.x - _hotSpot.x, _position.y - _hotSpot.y);
revealCursor();
}
}
void GfxCursor32::setRestrictedArea(const Common::Rect &rect) {
_restrictedArea = rect;
const int16 screenWidth = g_sci->_gfxFrameout->getScreenWidth();
const int16 screenHeight = g_sci->_gfxFrameout->getScreenHeight();
const int16 scriptWidth = g_sci->_gfxFrameout->getScriptWidth();
const int16 scriptHeight = g_sci->_gfxFrameout->getScriptHeight();
mulru(_restrictedArea, Ratio(screenWidth, scriptWidth), Ratio(screenHeight, scriptHeight), 0);
bool restricted = false;
if (_position.x < rect.left) {
_position.x = rect.left;
restricted = true;
}
if (_position.x >= rect.right) {
_position.x = rect.right - 1;
restricted = true;
}
if (_position.y < rect.top) {
_position.y = rect.top;
restricted = true;
}
if (_position.y >= rect.bottom) {
_position.y = rect.bottom - 1;
restricted = true;
}
if (restricted) {
g_system->warpMouse(_position.x, _position.y);
}
}
void GfxCursor32::clearRestrictedArea() {
_restrictedArea = _screenRegion.rect;
}
void GfxCursor32::setView(const GuiResourceId viewId, const int16 loopNo, const int16 celNo) {
hide();
_cursorInfo.resourceId = viewId;
_cursorInfo.loopNo = loopNo;
_cursorInfo.celNo = celNo;
if (viewId != -1) {
CelObjView view(viewId, loopNo, celNo);
_hotSpot = view._origin;
_width = view._width;
_height = view._height;
// SSCI never increased the size of cursors, but some of the cursors
// in early SCI32 games were designed for low-resolution display mode
// and so are kind of hard to pick out when running in high-resolution
// mode.
// To address this, we make some slight adjustments to cursor display
// in these early games:
// GK1: All the cursors are increased in size since they all appear to
// be designed for low-res display.
// PQ4: We only make the cursors bigger if they are above a set
// threshold size because inventory items usually have a
// high-resolution cursor representation.
bool pixelDouble = false;
if (g_sci->_gfxFrameout->isHiRes() &&
(g_sci->getGameId() == GID_GK1 ||
(g_sci->getGameId() == GID_PQ4 && _width <= 22 && _height <= 22))) {
_width *= 2;
_height *= 2;
_hotSpot.x *= 2;
_hotSpot.y *= 2;
pixelDouble = true;
}
_cursor.data = (byte *)realloc(_cursor.data, _width * _height);
_cursor.rect = Common::Rect(_width, _height);
memset(_cursor.data, 255, _width * _height);
_cursor.skipColor = 255;
Buffer target;
target.init(_width, _height, _width, _cursor.data, Graphics::PixelFormat::createFormatCLUT8());
if (pixelDouble) {
view.draw(target, _cursor.rect, Common::Point(0, 0), false, 2, 2);
} else {
view.draw(target, _cursor.rect, Common::Point(0, 0), false);
}
} else {
_hotSpot = Common::Point(0, 0);
_width = _height = 1;
_cursor.data = (byte *)realloc(_cursor.data, _width * _height);
_cursor.rect = Common::Rect(_width, _height);
*_cursor.data = _cursor.skipColor;
_cursorBack.rect = _cursor.rect;
_cursorBack.rect.clip(_screenRegion.rect);
if (!_cursorBack.rect.isEmpty()) {
copyFromScreen(_cursorBack);
}
}
_cursorBack.data = (byte *)realloc(_cursorBack.data, _width * _height);
memset(_cursorBack.data, 0, _width * _height);
_scratch1.data = (byte *)realloc(_scratch1.data, _width * _height);
_scratch2.data = (byte *)realloc(_scratch2.data, _width * _height * 4);
_savedScreenRegion.data = (byte *)realloc(_savedScreenRegion.data, _width * _height);
unhide();
}
void GfxCursor32::copyFromScreen(DrawRegion &target) {
// In SSCI, mouse events were received via hardware interrupt, so there was
// a separate branch here that would read from VRAM instead of from the
// game's back buffer when a mouse event was received while the back buffer
// was being updated. In ScummVM, mouse events are polled, which means it is
// not possible to receive a mouse event during a back buffer update, so the
// code responsible for handling that is removed.
copy<false>(target, _screenRegion);
}
void GfxCursor32::setPosition(const Common::Point &position) {
const int16 scriptWidth = g_sci->_gfxFrameout->getScriptWidth();
const int16 scriptHeight = g_sci->_gfxFrameout->getScriptHeight();
const int16 screenWidth = g_sci->_gfxFrameout->getScreenWidth();
const int16 screenHeight = g_sci->_gfxFrameout->getScreenHeight();
Common::Point newPosition;
newPosition.x = (position.x * Ratio(screenWidth, scriptWidth)).toInt();
newPosition.y = (position.y * Ratio(screenHeight, scriptHeight)).toInt();
if (!deviceMoved(newPosition)) {
g_system->warpMouse(newPosition.x, newPosition.y);
}
}
void GfxCursor32::gonnaPaint(Common::Rect paintRect) {
if (!_hideCount && !_needsPaint && !_cursorBack.rect.isEmpty()) {
paintRect.left &= ~3;
paintRect.right |= 3;
if (_cursorBack.rect.intersects(paintRect)) {
_needsPaint = true;
}
}
}
void GfxCursor32::paintStarting() {
if (_needsPaint) {
_savedScreenRegion.rect = _cursor.rect;
copy<false>(_savedScreenRegion, _screenRegion);
copy<true>(_screenRegion, _cursor);
}
}
void GfxCursor32::donePainting() {
if (_needsPaint) {
copy<false>(_screenRegion, _savedScreenRegion);
_savedScreenRegion.rect = Common::Rect();
_needsPaint = false;
}
if (!_hideCount && !_cursorBack.rect.isEmpty()) {
copy<false>(_cursorBack, _screenRegion);
}
}
bool GfxCursor32::deviceMoved(Common::Point &position) {
bool restricted = false;
if (position.x < _restrictedArea.left) {
position.x = _restrictedArea.left;
restricted = true;
}
if (position.x >= _restrictedArea.right) {
position.x = _restrictedArea.right - 1;
restricted = true;
}
if (position.y < _restrictedArea.top) {
position.y = _restrictedArea.top;
restricted = true;
}
if (position.y >= _restrictedArea.bottom) {
position.y = _restrictedArea.bottom - 1;
restricted = true;
}
if (restricted) {
g_system->warpMouse(position.x, position.y);
}
if (_position != position) {
_position = position;
move();
}
return restricted;
}
void GfxCursor32::move() {
if (_hideCount) {
return;
}
// Cursor moved onto the screen after being offscreen
_cursor.rect.moveTo(_position.x - _hotSpot.x, _position.y - _hotSpot.y);
if (_cursorBack.rect.isEmpty()) {
revealCursor();
return;
}
// Cursor moved offscreen
if (!_cursor.rect.intersects(_screenRegion.rect)) {
drawToScreen(_cursorBack);
return;
}
if (!_cursor.rect.intersects(_cursorBack.rect)) {
// Cursor moved to a completely different part of the screen
_scratch1.rect = _cursor.rect;
_scratch1.rect.clip(_screenRegion.rect);
copyFromScreen(_scratch1);
_scratch2.rect = _scratch1.rect;
copy<false>(_scratch2, _scratch1);
copy<true>(_scratch1, _cursor);
drawToScreen(_scratch1);
drawToScreen(_cursorBack);
_cursorBack.rect = _cursor.rect;
_cursorBack.rect.clip(_screenRegion.rect);
copy<false>(_cursorBack, _scratch2);
} else {
// Cursor moved, but still overlaps the previous cursor location
Common::Rect mergedRect(_cursorBack.rect);
mergedRect.extend(_cursor.rect);
mergedRect.clip(_screenRegion.rect);
_scratch2.rect = mergedRect;
copyFromScreen(_scratch2);
copy<false>(_scratch2, _cursorBack);
_cursorBack.rect = _cursor.rect;
_cursorBack.rect.clip(_screenRegion.rect);
copy<false>(_cursorBack, _scratch2);
copy<true>(_scratch2, _cursor);
drawToScreen(_scratch2);
}
}
} // End of namespace Sci
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