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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138
|
/* 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/engine/ac/dynobj/script_drawing_surface.h"
#include "ags/engine/ac/dynobj/dynobj_manager.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/ac/runtime_defines.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/drawing_surface.h"
#include "ags/engine/ac/game_state.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/shared/game/room_struct.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
Bitmap *ScriptDrawingSurface::GetBitmapSurface() {
// TODO: consider creating weak_ptr here, and store one in the DrawingSurface!
if (roomBackgroundNumber >= 0)
return _GP(thisroom).BgFrames[roomBackgroundNumber].Graphic.get();
else if (dynamicSpriteNumber >= 0)
return _GP(spriteset)[dynamicSpriteNumber];
else if (dynamicSurfaceNumber >= 0)
return _G(dynamicallyCreatedSurfaces)[dynamicSurfaceNumber].get();
else if (linkedBitmapOnly != nullptr)
return linkedBitmapOnly;
else if (roomMaskType > kRoomAreaNone)
return _GP(thisroom).GetMask(roomMaskType);
quit("!DrawingSurface: attempted to use surface after Release was called");
return nullptr;
}
Bitmap *ScriptDrawingSurface::StartDrawing() {
return this->GetBitmapSurface();
}
void ScriptDrawingSurface::FinishedDrawingReadOnly() {
}
void ScriptDrawingSurface::FinishedDrawing() {
FinishedDrawingReadOnly();
modified = 1;
}
int ScriptDrawingSurface::Dispose(void *address, bool force) {
// dispose the drawing surface
DrawingSurface_Release(this);
delete this;
return 1;
}
const char *ScriptDrawingSurface::GetType() {
return "DrawingSurface";
}
size_t ScriptDrawingSurface::CalcSerializeSize(const void * /*address*/) {
return sizeof(int32_t) * 9;
}
void ScriptDrawingSurface::Serialize(const void *address, Stream *out) {
// pack mask type in the last byte of a negative integer
// note: (-1) is reserved for "unused", for backward compatibility
if (roomMaskType > 0)
out->WriteInt32(0xFFFFFF00 | roomMaskType);
else
out->WriteInt32(roomBackgroundNumber);
out->WriteInt32(dynamicSpriteNumber);
out->WriteInt32(dynamicSurfaceNumber);
out->WriteInt32(currentColour);
out->WriteInt32(currentColourScript);
out->WriteInt32(highResCoordinates);
out->WriteInt32(modified);
out->WriteInt32(hasAlphaChannel);
out->WriteInt32(isLinkedBitmapOnly ? 1 : 0);
}
void ScriptDrawingSurface::Unserialize(int index, Stream *in, size_t data_sz) {
int room_ds = in->ReadInt32();
if (room_ds >= 0)
roomBackgroundNumber = room_ds;
// negative value may contain a mask type
else if ((room_ds & 0xFF) != 0xFF)
roomMaskType = (RoomAreaMask)(room_ds & 0xFF);
dynamicSpriteNumber = in->ReadInt32();
dynamicSurfaceNumber = in->ReadInt32();
currentColour = in->ReadInt32();
currentColourScript = in->ReadInt32();
highResCoordinates = in->ReadInt32();
modified = in->ReadInt32();
hasAlphaChannel = in->ReadInt32();
isLinkedBitmapOnly = (in->ReadInt32() != 0);
ccRegisterUnserializedObject(index, this, this);
}
ScriptDrawingSurface::ScriptDrawingSurface() {
roomBackgroundNumber = -1;
roomMaskType = kRoomAreaNone;
dynamicSpriteNumber = -1;
dynamicSurfaceNumber = -1;
isLinkedBitmapOnly = false;
linkedBitmapOnly = nullptr;
currentColour = _GP(play).raw_color;
currentColourScript = 0;
modified = 0;
hasAlphaChannel = 0;
highResCoordinates = 0;
// NOTE: Normally in contemporary games coordinates ratio will always be 1:1.
// But we still support legacy drawing, so have to set this up even for modern games,
// otherwise we'd have to complicate conversion conditions further.
if (_GP(game).IsLegacyHiRes() && _GP(game).IsDataInNativeCoordinates()) {
highResCoordinates = 1;
}
}
} // namespace AGS3
|