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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/draw.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/sprite.h"
#include "ags/engine/ac/system.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/plugins/ags_plugin.h"
#include "ags/plugins/plugin_engine.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/engine/gfx/graphics_driver.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
void get_new_size_for_sprite(int ee, int ww, int hh, int &newwid, int &newhit) {
newwid = ww;
newhit = hh;
const SpriteInfo &spinfo = _GP(game).SpriteInfos[ee];
if (!_GP(game).AllowRelativeRes() || !spinfo.IsRelativeRes())
return;
ctx_data_to_game_size(newwid, newhit, spinfo.IsLegacyHiRes());
}
// set any alpha-transparent pixels in the image to the appropriate
// RGB mask value so that the blit calls work correctly
void set_rgb_mask_using_alpha_channel(Bitmap *image) {
int x, y;
for (y = 0; y < image->GetHeight(); y++) {
unsigned int *psrc = (unsigned int *)image->GetScanLine(y);
for (x = 0; x < image->GetWidth(); x++) {
if ((psrc[x] & 0xff000000) == 0x00000000)
psrc[x] = MASK_COLOR_32;
}
}
}
// from is a 32-bit RGBA image, to is a 15/16/24-bit destination image
Bitmap *remove_alpha_channel(Bitmap *from) {
const int game_cd = _GP(game).GetColorDepth();
Bitmap *to = BitmapHelper::CreateBitmap(from->GetWidth(), from->GetHeight(), game_cd);
const int maskcol = to->GetMaskColor();
int y, x;
unsigned int c, b, g, r;
if (game_cd == 24) { // 32-to-24
for (y = 0; y < from->GetHeight(); y++) {
unsigned int *psrc = (unsigned int *)from->GetScanLine(y);
unsigned char *pdest = (unsigned char *)to->GetScanLine(y);
for (x = 0; x < from->GetWidth(); x++) {
c = psrc[x];
// less than 50% opaque, remove the pixel
if (((c >> 24) & 0x00ff) < 128)
c = maskcol;
// copy the RGB values across
memcpy(&pdest[x * 3], &c, 3);
}
}
} else if (game_cd > 8) { // 32 to 15 or 16
for (y = 0; y < from->GetHeight(); y++) {
unsigned int *psrc = (unsigned int *)from->GetScanLine(y);
unsigned short *pdest = (unsigned short *)to->GetScanLine(y);
for (x = 0; x < from->GetWidth(); x++) {
c = psrc[x];
// less than 50% opaque, remove the pixel
if (((c >> 24) & 0x00ff) < 128)
pdest[x] = maskcol;
else {
// otherwise, copy it across
r = (c >> 16) & 0x00ff;
g = (c >> 8) & 0x00ff;
b = c & 0x00ff;
pdest[x] = makecol_depth(game_cd, r, g, b);
}
}
}
} else { // 32 to 8-bit game
// TODO: consider similar to above approach if this becomes a wanted feature
to->Blit(from);
}
return to;
}
void pre_save_sprite(Bitmap * /*image*/) {
// not used, we don't save
}
// these vars are global to help with debugging
Bitmap *tmpdbl, *curspr;
int newwid, newhit;
void initialize_sprite(int ee) {
if ((ee < 0) || ((size_t)ee > _GP(spriteset).GetSpriteSlotCount()))
quit("initialize_sprite: invalid sprite number");
if ((_GP(spriteset)[ee] == nullptr) && (ee > 0)) {
// replace empty sprites with blue cups, to avoid crashes
_GP(spriteset).RemapSpriteToSprite0(ee);
} else if (_GP(spriteset)[ee] == nullptr) {
_GP(game).SpriteInfos[ee].Width = 0;
_GP(game).SpriteInfos[ee].Height = 0;
} else {
// stretch sprites to correct resolution
int oldeip = _G(our_eip);
_G(our_eip) = 4300;
if (_GP(game).SpriteInfos[ee].Flags & SPF_HADALPHACHANNEL) {
// we stripped the alpha channel out last time, put
// it back so that we can remove it properly again
_GP(game).SpriteInfos[ee].Flags |= SPF_ALPHACHANNEL;
}
curspr = _GP(spriteset)[ee];
get_new_size_for_sprite(ee, curspr->GetWidth(), curspr->GetHeight(), newwid, newhit);
_G(eip_guinum) = ee;
_G(eip_guiobj) = newwid;
if ((newwid != curspr->GetWidth()) || (newhit != curspr->GetHeight())) {
tmpdbl = BitmapHelper::CreateTransparentBitmap(newwid, newhit, curspr->GetColorDepth());
if (tmpdbl == nullptr)
quit("Not enough memory to load sprite graphics");
tmpdbl->StretchBlt(curspr, RectWH(0, 0, tmpdbl->GetWidth(), tmpdbl->GetHeight()), Shared::kBitmap_Transparency);
delete curspr;
_GP(spriteset).SubstituteBitmap(ee, tmpdbl);
}
_GP(game).SpriteInfos[ee].Width = _GP(spriteset)[ee]->GetWidth();
_GP(game).SpriteInfos[ee].Height = _GP(spriteset)[ee]->GetHeight();
_GP(spriteset).SubstituteBitmap(ee, PrepareSpriteForUse(_GP(spriteset)[ee], (_GP(game).SpriteInfos[ee].Flags & SPF_ALPHACHANNEL) != 0));
if (_GP(game).GetColorDepth() < 32) {
_GP(game).SpriteInfos[ee].Flags &= ~SPF_ALPHACHANNEL;
// save the fact that it had one for the next time this
// is re-loaded from disk
_GP(game).SpriteInfos[ee].Flags |= SPF_HADALPHACHANNEL;
}
pl_run_plugin_hooks(AGSE_SPRITELOAD, ee);
update_polled_stuff_if_runtime();
_G(our_eip) = oldeip;
}
}
} // namespace AGS3
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