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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/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
//=============================================================================
// Author: Arvind
// Purpose: Contains the image manager class - used to manage in-game images
//=============================================================================
#include "crab/crab.h"
#include "crab/GameParam.h"
#include "crab/ScreenSettings.h"
#include "crab/XMLDoc.h"
#include "crab/image/ImageManager.h"
#include "crab/input/cursor.h"
namespace Crab {
using namespace pyrodactyl::image;
//------------------------------------------------------------------------
// Purpose: Load assets here.
//------------------------------------------------------------------------
void ImageManager::loadMap(const Common::Path &filename, const MapID &mapid) {
for (auto &it : _map[mapid])
it._value.deleteImage();
_map[mapid].clear();
XMLDoc imageList(filename);
if (imageList.ready()) {
rapidxml::xml_node<char> *node = imageList.doc()->first_node("res");
for (auto n = node->first_node("image"); n != nullptr; n = n->next_sibling("image")) {
ImageKey key;
if (loadImgKey(key, "name", n)) {
// Load different images depending on image quality setting
// Check if there is a low quality image specified for the asset id
// if yes, load it - if no, just load the higher quality one
bool valid = false;
Common::Path path;
if (!g_engine->_screenSettings->_quality)
valid = loadPath(path, "path_low", n, false);
if (!valid)
valid = loadPath(path, "path", n, false);
if (valid)
_map[mapid][key].load(path);
else
error("ImageManager::loadMap : Unable to load image id %u from %s!", key, path.toString(Common::Path::kNativeSeparator).c_str());
}
}
if (nodeValid("mouse", node, false)) {
using namespace pyrodactyl::input;
g_engine->_mouse->quit();
g_engine->_mouse->load(node->first_node("mouse"));
}
}
}
bool ImageManager::init() {
// First, delete everything that exists
quit();
// Load common assets
loadMap(g_engine->_filePath->_common, MAP_COMMON);
// Load main menu assets
loadMap(g_engine->_filePath->_currentR, MAP_CURRENT);
_invalidImg = _map[MAP_COMMON][0];
return true;
}
//------------------------------------------------------------------------
// Purpose: Get texture for a particular id
//------------------------------------------------------------------------
void ImageManager::getTexture(const ImageKey &id, Image &data) {
if (_map[MAP_CURRENT].contains(id))
data = _map[MAP_CURRENT][id];
else if (_map[MAP_COMMON].contains(id))
data = _map[MAP_COMMON][id];
else
data = _invalidImg;
}
Image &ImageManager::getTexture(const ImageKey &id) {
if (_map[MAP_CURRENT].contains(id))
return _map[MAP_CURRENT][id];
else if (_map[MAP_COMMON].contains(id))
return _map[MAP_COMMON][id];
return _invalidImg;
}
bool ImageManager::validTexture(const ImageKey &id) {
if (id != 0 && (_map[MAP_CURRENT].contains(id) || _map[MAP_COMMON].contains(id)))
return true;
return false;
}
//------------------------------------------------------------------------
// Purpose: Draw
//------------------------------------------------------------------------
void ImageManager::draw(const int &x, const int &y, const ImageKey &id, Common::Rect *clip,
const TextureFlipType &flip) {
getTexture(id).draw(x, y, clip, flip);
}
//------------------------------------------------------------------------
// Purpose: Draw
//------------------------------------------------------------------------
void ImageManager::draw(const int &x, const int &y, const ImageKey &id, Rect *clip,
const TextureFlipType &flip) {
getTexture(id).draw(x, y, clip, flip);
}
//------------------------------------------------------------------------
// Purpose: Dim the screen by drawing a 128 alpha black rectangle over it
//------------------------------------------------------------------------
void ImageManager::dimScreen() {
warning("STUB: ImageManger::DimScreen()");
#if 0
SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 128);
SDL_RenderFillRect(gRenderer, NULL);
#endif
}
void ImageManager::blackScreen() {
warning("STUB: ImageManger::blackScreen()");
#if 0
SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 255);
SDL_RenderFillRect(gRenderer, NULL);
#endif
}
//------------------------------------------------------------------------
// Purpose: free resources
//------------------------------------------------------------------------
void ImageManager::quit() {
for (int i = 0; i < MAP_TOTAL; i++) {
for (auto &it : _map[i])
it._value.deleteImage();
_map[i].clear();
}
}
} // End of namespace Crab
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