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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278
|
/* 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 "common/std/algorithm.h"
#include "ags/lib/aastr-0.1.1/aastr.h"
#include "ags/shared/core/platform.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/util/compress.h"
#include "ags/shared/util/wgt2_allg.h"
#include "ags/shared/ac/view.h"
#include "ags/engine/ac/character_extras.h"
#include "ags/shared/ac/character_info.h"
#include "ags/engine/ac/display.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/draw_software.h"
#include "ags/engine/ac/game.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/global_gui.h"
#include "ags/engine/ac/global_region.h"
#include "ags/engine/ac/gui.h"
#include "ags/engine/ac/mouse.h"
#include "ags/engine/ac/move_list.h"
#include "ags/engine/ac/overlay.h"
#include "ags/engine/ac/sys_events.h"
#include "ags/engine/ac/room_object.h"
#include "ags/engine/ac/room_status.h"
#include "ags/engine/ac/runtime_defines.h"
#include "ags/engine/ac/screen_overlay.h"
#include "ags/engine/ac/sprite.h"
#include "ags/engine/ac/sprite_list_entry.h"
#include "ags/engine/ac/string.h"
#include "ags/engine/ac/system.h"
#include "ags/engine/ac/view_frame.h"
#include "ags/engine/ac/walkable_area.h"
#include "ags/engine/ac/dynobj/script_system.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/gui/gui_object.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/plugins/ags_plugin_evts.h"
#include "ags/plugins/plugin_engine.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/gfx/gfx_util.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/engine/gfx/blender.h"
#include "ags/engine/main/game_run.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/ags.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
ObjTexture::ObjTexture(ObjTexture &&o) {
*this = std::move(o);
}
ObjTexture::~ObjTexture() {
Bmp.reset();
if (Ddb) {
assert(_G(gfxDriver));
_G(gfxDriver)->DestroyDDB(Ddb);
}
}
ObjTexture &ObjTexture::operator=(ObjTexture &&o) {
SpriteID = o.SpriteID;
if (Ddb) {
assert(_G(gfxDriver));
_G(gfxDriver)->DestroyDDB(Ddb);
}
Bmp = std::move(o.Bmp);
Ddb = o.Ddb;
o.Ddb = nullptr;
Pos = o.Pos;
Off = o.Off;
return *this;
}
void setpal() {
set_palette_range(_G(palette), 0, 255, 0);
}
// PSP: convert 32 bit RGB to BGR.
Bitmap *convert_32_to_32bgr(Bitmap *tempbl) {
int i = 0;
int j = 0;
unsigned char *current;
while (i < tempbl->GetHeight()) {
current = tempbl->GetScanLineForWriting(i);
while (j < tempbl->GetWidth()) {
current[0] ^= current[2];
current[2] ^= current[0];
current[0] ^= current[2];
current += 4;
j++;
}
i++;
j = 0;
}
return tempbl;
}
// NOTE: Some of these conversions are required even when using
// D3D and OpenGL rendering, for two reasons:
// 1) certain raw drawing operations are still performed by software
// Allegro methods, hence bitmaps should be kept compatible to any native
// software operations, such as blitting two bitmaps of different formats.
// 2) OpenGL renderer assumes native bitmaps are in OpenGL-compatible format,
// so that it could copy them to texture without additional changes.
//
// TODO: make _G(gfxDriver)->GetCompatibleBitmapFormat describe all necessary
// conversions, so that we did not have to guess.
//
Bitmap *AdjustBitmapForUseWithDisplayMode(Bitmap *bitmap, bool has_alpha) {
const int bmp_col_depth = bitmap->GetColorDepth();
const int game_col_depth = _GP(game).GetColorDepth();
const int compat_col_depth = _G(gfxDriver)->GetCompatibleBitmapFormat(game_col_depth);
const bool must_switch_palette = bitmap->GetColorDepth() == 8 && game_col_depth > 8;
if (must_switch_palette)
select_palette(_G(palette));
Bitmap *new_bitmap = bitmap;
//
// The only special case when bitmap needs to be prepared for graphics driver
//
// In 32-bit display mode, 32-bit bitmaps may require component conversion
// to match graphics driver expectation about pixel format.
// TODO: make GetCompatibleBitmapFormat tell this somehow
#if defined (AGS_INVERTED_COLOR_ORDER)
const int sys_col_depth = _G(gfxDriver)->GetDisplayMode().ColorDepth;
if (sys_col_depth > 16 && bmp_col_depth == 32) {
// Convert RGB to BGR.
new_bitmap = convert_32_to_32bgr(bitmap);
}
#endif
//
// The rest is about bringing bitmaps to the native game's format
// (has no dependency on display mode).
//
// In 32-bit game 32-bit bitmaps should have transparent pixels marked
// (this adjustment is probably needed for DrawingSurface ops)
if (game_col_depth == 32 && bmp_col_depth == 32) {
if (has_alpha)
BitmapHelper::ReplaceAlphaWithRGBMask(new_bitmap);
}
// In 32-bit game hicolor bitmaps must be converted to the true color
else if (game_col_depth == 32 && (bmp_col_depth > 8 && bmp_col_depth <= 16)) {
new_bitmap = BitmapHelper::CreateBitmapCopy(bitmap, compat_col_depth);
}
// In non-32-bit game truecolor bitmaps must be downgraded
else if (game_col_depth <= 16 && bmp_col_depth > 16) {
if (has_alpha) // if has valid alpha channel, convert it to regular transparency mask
new_bitmap = remove_alpha_channel(bitmap);
else // else simply convert bitmap
new_bitmap = BitmapHelper::CreateBitmapCopy(bitmap, compat_col_depth);
}
// Finally, if we did not create a new copy already, - convert to driver compatible format
if (new_bitmap == bitmap)
new_bitmap = GfxUtil::ConvertBitmap(bitmap, _G(gfxDriver)->GetCompatibleBitmapFormat(bitmap->GetColorDepth()));
if (must_switch_palette)
unselect_palette();
return new_bitmap;
}
Bitmap *CreateCompatBitmap(int width, int height, int col_depth) {
return new Bitmap(width, height,
_G(gfxDriver)->GetCompatibleBitmapFormat(col_depth == 0 ? _GP(game).GetColorDepth() : col_depth));
}
Bitmap *ReplaceBitmapWithSupportedFormat(Bitmap *bitmap) {
return GfxUtil::ConvertBitmap(bitmap, _G(gfxDriver)->GetCompatibleBitmapFormat(bitmap->GetColorDepth()));
}
Bitmap *PrepareSpriteForUse(Bitmap *bitmap, bool has_alpha) {
Bitmap *new_bitmap = AdjustBitmapForUseWithDisplayMode(bitmap, has_alpha);
if (new_bitmap != bitmap)
delete bitmap;
return new_bitmap;
}
PBitmap PrepareSpriteForUse(PBitmap bitmap, bool has_alpha) {
Bitmap *new_bitmap = AdjustBitmapForUseWithDisplayMode(bitmap.get(), has_alpha);
return new_bitmap == bitmap.get() ? bitmap : PBitmap(new_bitmap); // if bitmap is same, don't create new smart ptr!
}
Bitmap *CopyScreenIntoBitmap(int width, int height, const Rect *src_rect, bool at_native_res, uint32_t batch_skip_filter) {
Bitmap *dst = new Bitmap(width, height, _GP(game).GetColorDepth());
GraphicResolution want_fmt;
// If the size and color depth are supported, then we may copy right into our final bitmap
if (_G(gfxDriver)->GetCopyOfScreenIntoBitmap(dst, src_rect, at_native_res, &want_fmt, batch_skip_filter))
return dst;
// Otherwise we might need to copy between few bitmaps...
// Get screenshot in the suitable format
std::unique_ptr<Bitmap> buf_screenfmt(new Bitmap(want_fmt.Width, want_fmt.Height, want_fmt.ColorDepth));
_G(gfxDriver)->GetCopyOfScreenIntoBitmap(buf_screenfmt.get(), src_rect, at_native_res, nullptr, batch_skip_filter);
// If color depth does not match, and we must stretch-blit, then we need another helper bmp,
// because Allegro does not support stretching with mismatching color depths
std::unique_ptr<Bitmap> buf_fixdepth;
Bitmap *blit_from = buf_screenfmt.get();
if ((dst->GetSize() != blit_from->GetSize()) && (want_fmt.ColorDepth != _GP(game).GetColorDepth())) {
buf_fixdepth.reset(new Bitmap(want_fmt.Width, want_fmt.Height, _GP(game).GetColorDepth()));
buf_fixdepth->Blit(buf_screenfmt.get());
blit_from = buf_fixdepth.get();
}
// Now either blit or stretch-blit
if (dst->GetSize() == blit_from->GetSize()) {
dst->Blit(blit_from);
} else {
dst->StretchBlt(blit_from, RectWH(dst->GetSize()));
}
return dst;
}
// Begin resolution system functions
// Multiplies up the number of pixels depending on the current
// resolution, to give a relatively fixed size at any game res
int get_fixed_pixel_size(int pixels) {
return pixels * _GP(game).GetRelativeUIMult();
}
int data_to_game_coord(int coord) {
return coord * _GP(game).GetDataUpscaleMult();
}
void data_to_game_coords(int *x, int *y) {
const int mul = _GP(game).GetDataUpscaleMult();
x[0] *= mul;
y[0] *= mul;
}
void data_to_game_round_up(int *x, int *y) {
const int mul = _GP(game).GetDataUpscaleMult();
x[0] = x[0] * mul + (mul - 1);
y[0] = y[0] * mul + (mul - 1);
}
int game_to_data_coord(int coord) {
return coord / _GP(game).GetDataUpscaleMult();
}
void game_to_data_coords(int &x, int &y) {
const int mul = _GP(game).GetDataUpscaleMult();
x /= mul;
y /= mul;
}
int game_to_data_round_up(int coord) {
const int mul = _GP(game).GetDataUpscaleMult();
return (coord / mul) + (mul - 1);
}
void ctx_data_to_game_coord(int &x, int &y, bool hires_ctx) {
if (hires_ctx && !_GP(game).IsLegacyHiRes()) {
x /= HIRES_COORD_MULTIPLIER;
y /= HIRES_COORD_MULTIPLIER;
} else if (!hires_ctx && _GP(game).IsLegacyHiRes()) {
x *= HIRES_COORD_MULTIPLIER;
y *= HIRES_COORD_MULTIPLIER;
}
}
void ctx_data_to_game_size(int &w, int &h, bool hires_ctx) {
if (hires_ctx && !_GP(game).IsLegacyHiRes()) {
w = MAX(1, (w / HIRES_COORD_MULTIPLIER));
h = MAX(1, (h / HIRES_COORD_MULTIPLIER));
} else if (!hires_ctx && _GP(game).IsLegacyHiRes()) {
w *= HIRES_COORD_MULTIPLIER;
h *= HIRES_COORD_MULTIPLIER;
}
}
int ctx_data_to_game_size(int size, bool hires_ctx) {
if (hires_ctx && !_GP(game).IsLegacyHiRes())
return MAX(1, (size / HIRES_COORD_MULTIPLIER));
if (!hires_ctx && _GP(game).IsLegacyHiRes())
return size * HIRES_COORD_MULTIPLIER;
return size;
}
int game_to_ctx_data_size(int size, bool hires_ctx) {
if (hires_ctx && !_GP(game).IsLegacyHiRes())
return size * HIRES_COORD_MULTIPLIER;
else if (!hires_ctx && _GP(game).IsLegacyHiRes())
return MAX(1, (size / HIRES_COORD_MULTIPLIER));
return size;
}
void defgame_to_finalgame_coords(int &x, int &y) {
// Note we support only upscale now
x *= _GP(game).GetScreenUpscaleMult();
y *= _GP(game).GetScreenUpscaleMult();
}
// End resolution system functions
// Create blank (black) images used to repaint borders around game frame
void create_blank_image(int coldepth) {
// this is the first time that we try to use the graphics driver,
// so it's the most likey place for a crash
//try
//{
Bitmap *blank = CreateCompatBitmap(16, 16, coldepth);
blank->Clear();
_G(blankImage) = _G(gfxDriver)->CreateDDBFromBitmap(blank, false, true);
_G(blankSidebarImage) = _G(gfxDriver)->CreateDDBFromBitmap(blank, false, true);
delete blank;
/*}
catch (Ali3DException gfxException)
{
quit(gfxException.Message.GetCStr());
}*/
}
void destroy_blank_image() {
if (_G(blankImage))
_G(gfxDriver)->DestroyDDB(_G(blankImage));
if (_G(blankSidebarImage))
_G(gfxDriver)->DestroyDDB(_G(blankSidebarImage));
_G(blankImage) = nullptr;
_G(blankSidebarImage) = nullptr;
}
int MakeColor(int color_index) {
color_t real_color = 0;
__my_setcolor(&real_color, color_index, _GP(game).GetColorDepth());
return real_color;
}
void init_draw_method() {
_G(drawstate).SoftwareRender = !_G(gfxDriver)->HasAcceleratedTransform();
_G(drawstate).FullFrameRedraw = _G(gfxDriver)->RequiresFullRedrawEachFrame();
if (_G(drawstate).SoftwareRender) {
_G(drawstate).SoftwareRender = true;
_G(drawstate).WalkBehindMethod = DrawOverCharSprite;
} else {
_G(drawstate).WalkBehindMethod = DrawAsSeparateSprite;
create_blank_image(_GP(game).GetColorDepth());
size_t tx_cache_size = _GP(usetup).TextureCacheSize * 1024;
// If graphics driver can report available texture memory,
// then limit the setting by, let's say, 66% of it (we use it for other things)
size_t avail_tx_mem = _G(gfxDriver)->GetAvailableTextureMemory();
if (avail_tx_mem > 0)
tx_cache_size = std::min<size_t>(tx_cache_size, avail_tx_mem * 0.66);
// texturecache.SetMaxCacheSize(tx_cache_size);
}
on_mainviewport_changed();
init_room_drawdata();
if (_G(gfxDriver)->UsesMemoryBackBuffer())
_G(gfxDriver)->GetMemoryBackBuffer()->Clear();
}
void dispose_draw_method() {
dispose_room_drawdata();
dispose_invalid_regions(false);
destroy_blank_image();
}
void init_game_drawdata() {
// character and object caches
_GP(charcache).resize(_GP(game).numcharacters);
for (int i = 0; i < MAX_ROOM_OBJECTS; ++i)
_G(objcache)[i] = ObjectCache();
size_t actsps_num = _GP(game).numcharacters + MAX_ROOM_OBJECTS;
_GP(actsps).resize(actsps_num);
_GP(guibg).resize(_GP(game).numgui);
size_t guio_num = 0;
// Prepare GUI cache lists and build the quick reference for controls cache
_GP(guiobjddbref).resize(_GP(game).numgui);
for (const auto &gui : _GP(guis)) {
_GP(guiobjddbref)[gui.ID] = guio_num;
guio_num += gui.GetControlCount();
}
_GP(guiobjbg).resize(guio_num);
}
extern void dispose_engine_overlay();
void dispose_game_drawdata() {
clear_drawobj_cache();
_GP(charcache).clear();
_GP(actsps).clear();
_GP(walkbehindobj).clear();
_GP(guibg).clear();
_GP(guiobjbg).clear();
_GP(guiobjddbref).clear();
dispose_engine_overlay();
}
static void dispose_debug_room_drawdata() {
_GP(debugRoomMaskObj) = ObjTexture();
_GP(debugMoveListObj) = ObjTexture();
}
void dispose_room_drawdata() {
_GP(CameraDrawData).clear();
dispose_invalid_regions(true);
}
void clear_drawobj_cache() {
// clear the character cache
for (auto &cc : _GP(charcache)) {
cc = ObjectCache();
}
// clear the object cache
for (int i = 0; i < MAX_ROOM_OBJECTS; ++i) {
_G(objcache)[i] = ObjectCache();
}
// room overlays cache
_GP(overcache).clear();
// cleanup Character + Room object textures
for (auto &o : _GP(actsps)) o = ObjTexture();
for (auto &o : _GP(walkbehindobj)) o = ObjTexture();
// cleanup GUI and controls textures
for (auto &o : _GP(guibg)) o = ObjTexture();
for (auto &o : _GP(guiobjbg)) o = ObjTexture();
_GP(overtxs).clear();
// Clear sprite update notification blocks
_G(drawstate).SpriteNotifyMap.clear();
dispose_debug_room_drawdata();
}
void on_mainviewport_changed() {
if (!_G(drawstate).FullFrameRedraw) {
const auto &view = _GP(play).GetMainViewport();
set_invalidrects_globaloffs(view.Left, view.Top);
// the black background region covers whole game screen
init_invalid_regions(-1, _GP(game).GetGameRes(), RectWH(_GP(game).GetGameRes()));
if (_GP(game).GetGameRes().ExceedsByAny(view.GetSize()))
clear_letterbox_borders();
}
}
// Allocates a bitmap for rendering camera/viewport pair (software render mode)
void prepare_roomview_frame(Viewport *view) {
if (!view->GetCamera()) return; // no camera link
const int view_index = view->GetID();
const Size view_sz = view->GetRect().GetSize();
const Size cam_sz = view->GetCamera()->GetRect().GetSize();
RoomCameraDrawData &draw_dat = _GP(CameraDrawData)[view_index];
// We use intermediate bitmap to render camera/viewport pair in software mode under these conditions:
// * camera size and viewport size are different (this may be suboptimal to paint dirty rects stretched,
// and also Allegro backend cannot stretch background of different colour depth).
// * viewport is located outside of the virtual screen (even if partially): subbitmaps cannot contain
// regions outside of master bitmap, and we must not clamp surface size to virtual screen because
// plugins may want to also use viewport bitmap, therefore it should retain full size.
if (cam_sz == view_sz && !draw_dat.IsOffscreen) {
// note we keep the buffer allocated in case it will become useful later
draw_dat.Frame.reset();
} else {
PBitmap &camera_frame = draw_dat.Frame;
PBitmap &camera_buffer = draw_dat.Buffer;
if (!camera_buffer || camera_buffer->GetWidth() < cam_sz.Width || camera_buffer->GetHeight() < cam_sz.Height) {
// Allocate new buffer bitmap with an extra size in case they will want to zoom out
int room_width = data_to_game_coord(_GP(thisroom).Width);
int room_height = data_to_game_coord(_GP(thisroom).Height);
Size alloc_sz = Size::Clamp(cam_sz * 2, Size(1, 1), Size(room_width, room_height));
camera_buffer.reset(new Bitmap(alloc_sz.Width, alloc_sz.Height, _G(gfxDriver)->GetMemoryBackBuffer()->GetColorDepth()));
}
if (!camera_frame || camera_frame->GetSize() != cam_sz) {
camera_frame.reset(BitmapHelper::CreateSubBitmap(camera_buffer.get(), RectWH(cam_sz)));
}
}
}
// Syncs room viewport and camera in case either size has changed
void sync_roomview(Viewport *view) {
if (view->GetCamera() == nullptr)
return;
// Note the dirty regions' viewport is found using absolute offset on game screen
init_invalid_regions(view->GetID(),
view->GetCamera()->GetRect().GetSize(),
_GP(play).GetRoomViewportAbs(view->GetID()));
prepare_roomview_frame(view);
}
void init_room_drawdata() {
if (_G(displayed_room) < 0)
return; // not loaded yet
if (_G(drawstate).WalkBehindMethod == DrawAsSeparateSprite) {
walkbehinds_generate_sprites();
}
// Update debug overlays, if any were on
debug_draw_room_mask(_G(debugRoomMask));
debug_draw_movelist(_G(debugMoveListChar));
// Following data is only updated for software renderer
if (_G(drawstate).FullFrameRedraw)
return;
// Make sure all frame buffers are created for software drawing
int view_count = _GP(play).GetRoomViewportCount();
_GP(CameraDrawData).resize(view_count);
for (int i = 0; i < _GP(play).GetRoomViewportCount(); ++i)
sync_roomview(_GP(play).GetRoomViewport(i).get());
}
void on_roomviewport_created(int index) {
if (_G(drawstate).FullFrameRedraw || (_G(displayed_room) < 0))
return;
if ((size_t)index < _GP(CameraDrawData).size())
return;
_GP(CameraDrawData).resize(index + 1);
}
void on_roomviewport_deleted(int index) {
if (_G(drawstate).FullFrameRedraw || (_G(displayed_room) < 0))
return;
_GP(CameraDrawData).erase(_GP(CameraDrawData).begin() + index);
delete_invalid_regions(index);
}
void on_roomviewport_changed(Viewport *view) {
if (_G(drawstate).FullFrameRedraw || (_G(displayed_room) < 0))
return;
if (!view->IsVisible() || view->GetCamera() == nullptr)
return;
const bool off = !IsRectInsideRect(RectWH(_G(gfxDriver)->GetMemoryBackBuffer()->GetSize()), view->GetRect());
const bool off_changed = off != _GP(CameraDrawData)[view->GetID()].IsOffscreen;
_GP(CameraDrawData)[view->GetID()].IsOffscreen = off;
if (view->HasChangedSize())
sync_roomview(view);
else if (off_changed)
prepare_roomview_frame(view);
// TODO: don't have to do this all the time, perhaps do "dirty rect" method
// and only clear previous viewport location?
invalidate_screen();
_G(gfxDriver)->GetMemoryBackBuffer()->Clear();
}
void detect_roomviewport_overlaps(size_t z_index) {
if (_G(drawstate).FullFrameRedraw || (_G(displayed_room) < 0))
return;
// Find out if we overlap or are overlapped by anything;
const auto &viewports = _GP(play).GetRoomViewportsZOrdered();
for (; z_index < viewports.size(); ++z_index) {
auto this_view = viewports[z_index];
const int this_id = this_view->GetID();
bool is_overlap = false;
if (!this_view->IsVisible()) continue;
for (size_t z_index2 = 0; z_index2 < z_index; ++z_index2) {
if (!viewports[z_index2]->IsVisible()) continue;
if (AreRectsIntersecting(this_view->GetRect(), viewports[z_index2]->GetRect())) {
is_overlap = true;
break;
}
}
if (_GP(CameraDrawData)[this_id].IsOverlap != is_overlap) {
_GP(CameraDrawData)[this_id].IsOverlap = is_overlap;
prepare_roomview_frame(this_view.get());
}
}
}
void on_roomcamera_changed(Camera *cam) {
if (_G(drawstate).FullFrameRedraw || (_G(displayed_room) < 0))
return;
if (cam->HasChangedSize()) {
auto viewrefs = cam->GetLinkedViewports();
for (auto vr : viewrefs) {
PViewport vp = vr.lock();
if (vp)
sync_roomview(vp.get());
}
}
// TODO: only invalidate what this particular camera sees
invalidate_screen();
}
void mark_object_changed(int objid) {
_G(objcache)[objid].y = -9999;
}
void reset_drawobj_for_overlay(int objnum) {
if (objnum > 0 && static_cast<size_t>(objnum) < _GP(overtxs).size()) {
_GP(overtxs)[objnum] = ObjTexture();
if (_G(drawstate).SoftwareRender)
_GP(overcache)[objnum] = Point(INT32_MIN, INT32_MIN);
}
}
void notify_sprite_changed(int sprnum, bool deleted) {
assert(sprnum >= 0 && sprnum < (int)_GP(game).SpriteInfos.size());
// software renderer
// will need to know to redraw active cached sprite for objects.
// We have this notification for both kinds of renderers though,
// because it makes the code simpler, and also it makes it simpler to
// notify texture-based ones in a specific case when a deleted sprite
// was replaced by another of same ID.
auto it_notify = _G(drawstate).SpriteNotifyMap.find(sprnum);
if (it_notify != _G(drawstate).SpriteNotifyMap.end()) {
*it_notify->_value = UINT32_MAX;
_G(drawstate).SpriteNotifyMap.erase(sprnum);
}
}
void mark_screen_dirty() {
_G(drawstate).ScreenIsDirty = true;
}
bool is_screen_dirty() {
return _G(drawstate).ScreenIsDirty;
}
void invalidate_screen() {
invalidate_all_rects();
}
void invalidate_camera_frame(int index) {
invalidate_all_camera_rects(index);
}
void invalidate_rect(int x1, int y1, int x2, int y2, bool in_room) {
invalidate_rect_ds(x1, y1, x2, y2, in_room);
}
void invalidate_sprite(int x1, int y1, IDriverDependantBitmap *pic, bool in_room) {
invalidate_rect_ds(x1, y1, x1 + pic->GetWidth(), y1 + pic->GetHeight(), in_room);
}
void invalidate_sprite_glob(int x1, int y1, IDriverDependantBitmap *pic) {
invalidate_rect_global(x1, y1, x1 + pic->GetWidth(), y1 + pic->GetHeight());
}
void mark_current_background_dirty() {
_G(current_background_is_dirty) = true;
}
void draw_and_invalidate_text(Bitmap *ds, int x1, int y1, int font, color_t text_color, const char *text) {
wouttext_outline(ds, x1, y1, font, text_color, text);
invalidate_rect(x1, y1, x1 + get_text_width_outlined(text, font),
y1 + get_font_height_outlined(font) + get_fixed_pixel_size(1), false);
}
// Renders black borders for the legacy boxed game mode,
// where whole game screen changes size between large and small rooms
static void render_black_borders() {
const Rect &viewport = _GP(play).GetMainViewport();
if (viewport.Top > 0) {
// letterbox borders
_G(blankImage)->SetStretch(_GP(game).GetGameRes().Width, viewport.Top, false);
_G(gfxDriver)->DrawSprite(0, 0, _G(blankImage));
_G(gfxDriver)->DrawSprite(0, viewport.Bottom + 1, _G(blankImage));
}
if (viewport.Left > 0) {
// sidebar borders for widescreen
_G(blankSidebarImage)->SetStretch(viewport.Left, viewport.GetHeight(), false);
_G(gfxDriver)->DrawSprite(0, 0, _G(blankSidebarImage));
_G(gfxDriver)->DrawSprite(viewport.Right + 1, 0, _G(blankSidebarImage));
}
}
void render_to_screen() {
// Stage: final plugin callback (still drawn on game screen)
if (pl_any_want_hook(AGSE_FINALSCREENDRAW)) {
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetMainViewport(),
_GP(play).GetGlobalTransform(_G(drawstate).FullFrameRedraw), (GraphicFlip)_GP(play).screen_flipped);
_G(gfxDriver)->DrawSprite(AGSE_FINALSCREENDRAW, 0, nullptr);
_G(gfxDriver)->EndSpriteBatch();
}
// Stage: engine overlay
construct_engine_overlay();
// Try set new vsync value, and remember the actual result
if (isTimerFpsMaxed()) {
_G(gfxDriver)->SetVsync(false);
} else {
bool new_vsync = _G(gfxDriver)->SetVsync(_GP(scsystem).vsync > 0);
if (new_vsync != (_GP(scsystem).vsync != 0))
System_SetVSyncInternal(new_vsync);
}
bool succeeded = false;
while (!succeeded && !_G(want_exit) && !_G(abort_engine)) {
// try
// {
if (_G(drawstate).FullFrameRedraw) {
_G(gfxDriver)->Render();
}
else {
// NOTE: the shake yoff and global flip here will only be used by a software renderer;
// as hw renderers have these as transform parameters for the parent scene nodes.
// This may be a matter for the future code improvement.
//
// For software renderer, need to blacken upper part of the game frame when shaking screen moves image down
if (_GP(play).shake_screen_yoff > 0) {
const Rect &viewport = _GP(play).GetMainViewport();
_G(gfxDriver)->ClearRectangle(viewport.Left, viewport.Top, viewport.GetWidth() - 1, _GP(play).shake_screen_yoff, nullptr);
}
_G(gfxDriver)->Render(0, _GP(play).shake_screen_yoff, (GraphicFlip)_GP(play).screen_flipped);
}
#if AGS_PLATFORM_OS_ANDROID
if (_GP(game).color_depth == 1)
android_render();
#elif AGS_PLATFORM_OS_IOS
if (_GP(game).color_depth == 1)
ios_render();
#endif
succeeded = true;
/*}
catch (Ali3DFullscreenLostException e) {
Debug::Printf("Renderer exception: %s", e.Message.GetCStr());
do {
sys_evt_process_pending();
platform->Delay(300);
} while (_G(game_update_suspend) && (!_G(want_exit)) && (!_G(abort_engine)));
}*/
}
}
// Blanks out borders around main viewport in case it became smaller (e.g. after loading another room)
void clear_letterbox_borders() {
const Rect &viewport = _GP(play).GetMainViewport();
_G(gfxDriver)->ClearRectangle(0, 0, _GP(game).GetGameRes().Width - 1, viewport.Top - 1, nullptr);
_G(gfxDriver)->ClearRectangle(0, viewport.Bottom + 1, _GP(game).GetGameRes().Width - 1, _GP(game).GetGameRes().Height - 1, nullptr);
}
void draw_game_screen_callback() {
construct_game_scene(true);
construct_game_screen_overlay(false);
}
void putpixel_compensate(Bitmap *ds, int xx, int yy, int col) {
if ((ds->GetColorDepth() == 32) && (col != 0)) {
// ensure the alpha channel is preserved if it has one
int alphaval = geta32(ds->GetPixel(xx, yy));
col = makeacol32(getr32(col), getg32(col), getb32(col), alphaval);
}
ds->FillRect(Rect(xx, yy, xx + get_fixed_pixel_size(1) - 1, yy + get_fixed_pixel_size(1) - 1), col);
}
void draw_sprite_support_alpha(Bitmap *ds, bool ds_has_alpha, int xpos, int ypos, Bitmap *image, bool src_has_alpha,
BlendMode blend_mode, int alpha) {
if (alpha <= 0)
return;
if (_GP(game).options[OPT_SPRITEALPHA] == kSpriteAlphaRender_Proper) {
GfxUtil::DrawSpriteBlend(ds, Point(xpos, ypos), image, blend_mode, ds_has_alpha, src_has_alpha, alpha);
}
// Backwards-compatible drawing
else if (src_has_alpha && alpha == 0xFF) {
set_alpha_blender();
ds->TransBlendBlt(image, xpos, ypos);
} else {
GfxUtil::DrawSpriteWithTransparency(ds, image, xpos, ypos, alpha);
}
}
void draw_sprite_slot_support_alpha(Bitmap *ds, bool ds_has_alpha, int xpos, int ypos, int src_slot,
BlendMode blend_mode, int alpha) {
draw_sprite_support_alpha(ds, ds_has_alpha, xpos, ypos, _GP(spriteset)[src_slot], (_GP(game).SpriteInfos[src_slot].Flags & SPF_ALPHACHANNEL) != 0,
blend_mode, alpha);
}
Engine::IDriverDependantBitmap* recycle_ddb_sprite(Engine::IDriverDependantBitmap *ddb, uint32_t sprite_id, Shared::Bitmap *source, bool has_alpha, bool opaque) {
// no ddb, - get or create shared object
if (!ddb)
return _G(gfxDriver)->GetSharedDDB(sprite_id, source, has_alpha, opaque);
// same sprite id, - use existing
if ((sprite_id != UINT32_MAX) && (ddb->GetRefID() == sprite_id))
return ddb;
// not related to a sprite ID, but has same resolution, -
// repaint directly from the given bitmap
if ((sprite_id == UINT32_MAX) && (ddb->GetColorDepth() == source->GetColorDepth()) &&
(ddb->GetWidth() == source->GetWidth()) && (ddb->GetHeight() == source->GetHeight())) {
_G(gfxDriver)->UpdateDDBFromBitmap(ddb, source, has_alpha);
return ddb;
}
// have to recreate ddb
_G(gfxDriver)->DestroyDDB(ddb);
return _G(gfxDriver)->GetSharedDDB(sprite_id, source, has_alpha, opaque);
}
// FIXME: make has_alpha and opaque properties of ObjTexture?!
static void sync_object_texture(ObjTexture &obj, bool has_alpha = false, bool opaque = false) {
Bitmap *use_bmp = obj.Bmp.get() ? obj.Bmp.get() : _GP(spriteset)[obj.SpriteID];
obj.Ddb = recycle_ddb_sprite(obj.Ddb, obj.SpriteID, use_bmp, has_alpha, opaque);
// Handle notification control block for the dynamic sprites
if ((obj.SpriteID != UINT32_MAX) && _GP(game).SpriteInfos[obj.SpriteID].IsDynamicSprite()) {
// For dynamic sprite: check and update a notification block for this drawable
if (!obj.SpriteNotify || (*obj.SpriteNotify != obj.SpriteID)) {
auto it_notify = _G(drawstate).SpriteNotifyMap.find(obj.SpriteID);
if (it_notify != _G(drawstate).SpriteNotifyMap.end()) { // assign existing
obj.SpriteNotify = it_notify->_value;
}
} else { // if does not exist, then create and share one
obj.SpriteNotify.reset(new (uint32_t)(obj.SpriteID));
_G(drawstate).SpriteNotifyMap.insert(std::make_pair((sprkey_t)obj.SpriteID, obj.SpriteNotify));
}
} else {
obj.SpriteNotify = nullptr; // reset, for static sprite or without ID
}
}
//------------------------------------------------------------------------
// Functions for filling the lists of sprites to render
static void clear_draw_list() {
_GP(thingsToDrawList).clear();
}
static void add_thing_to_draw(IDriverDependantBitmap *ddb, int x, int y) {
assert(ddb != nullptr);
SpriteListEntry sprite;
sprite.ddb = ddb;
sprite.x = x;
sprite.y = y;
_GP(thingsToDrawList).push_back(sprite);
}
static void add_render_stage(int stage) {
SpriteListEntry sprite;
sprite.renderStage = stage;
_GP(thingsToDrawList).push_back(sprite);
}
static void clear_sprite_list() {
_GP(sprlist).clear();
}
static void add_to_sprite_list(IDriverDependantBitmap *ddb, int x, int y, int zorder, int id = -1) {
assert(ddb);
// completely invisible, so don't draw it at all
if (ddb->GetAlpha() == 0)
return;
SpriteListEntry sprite;
sprite.id = id;
sprite.ddb = ddb;
sprite.zorder = zorder;
sprite.x = x;
sprite.y = y;
_GP(sprlist).push_back(sprite);
}
// Sprite drawing order sorting function,
// where equal zorder is resolved by comparing optional IDs too.
static bool spritelistentry_less(const SpriteListEntry &e1, const SpriteListEntry &e2) {
return (e1.zorder < e2.zorder) ||
((e1.zorder == e2.zorder) && (e1.id < e2.id));
}
// copy the sorted sprites into the Things To Draw list
static void draw_sprite_list() {
std::sort(_GP(sprlist).begin(), _GP(sprlist).end(), spritelistentry_less);
_GP(thingsToDrawList).insert(_GP(thingsToDrawList).end(),
_GP(sprlist).begin(), _GP(sprlist).end());
}
// Push the gathered list of sprites into the active graphic renderer
void put_sprite_list_on_screen(bool in_room);
//
//------------------------------------------------------------------------
void repair_alpha_channel(Bitmap *dest, Bitmap *bgpic) {
// Repair the alpha channel, because sprites may have been drawn
// over it by the buttons, etc
int theWid = (dest->GetWidth() < bgpic->GetWidth()) ? dest->GetWidth() : bgpic->GetWidth();
int theHit = (dest->GetHeight() < bgpic->GetHeight()) ? dest->GetHeight() : bgpic->GetHeight();
for (int y = 0; y < theHit; y++) {
unsigned int *destination = ((unsigned int *)dest->GetScanLineForWriting(y));
unsigned int *source = ((unsigned int *)bgpic->GetScanLineForWriting(y));
for (int x = 0; x < theWid; x++) {
destination[x] |= (source[x] & 0xff000000);
}
}
}
// used by GUI renderer to draw images
// NOTE: use_alpha arg is for backward compatibility (legacy draw modes)
void draw_gui_sprite(Bitmap *ds, int pic, int x, int y, bool use_alpha, BlendMode blend_mode) {
draw_gui_sprite(ds, use_alpha, x, y, _GP(spriteset)[pic],
(_GP(game).SpriteInfos[pic].Flags & SPF_ALPHACHANNEL) != 0, blend_mode);
}
void draw_gui_sprite(Bitmap *ds, bool use_alpha, int x, int y, Bitmap *sprite, bool src_has_alpha,
BlendMode blend_mode, int alpha) {
if (alpha <= 0)
return;
const bool ds_has_alpha = (ds->GetColorDepth() == 32);
if (use_alpha && _GP(game).options[OPT_NEWGUIALPHA] == kGuiAlphaRender_Proper) {
GfxUtil::DrawSpriteBlend(ds, Point(x, y), sprite, blend_mode, ds_has_alpha, src_has_alpha, alpha);
}
// Backwards-compatible drawing
else if (use_alpha && ds_has_alpha && (_GP(game).options[OPT_NEWGUIALPHA] == kGuiAlphaRender_AdditiveAlpha) && (alpha == 0xFF)) {
if (src_has_alpha)
set_additive_alpha_blender();
else
set_opaque_alpha_blender();
ds->TransBlendBlt(sprite, x, y);
} else {
GfxUtil::DrawSpriteWithTransparency(ds, sprite, x, y, alpha);
}
}
void draw_gui_sprite_v330(Bitmap *ds, int pic, int x, int y, bool use_alpha, BlendMode blend_mode) {
draw_gui_sprite(ds, pic, x, y, use_alpha && (_G(loaded_game_file_version) >= kGameVersion_330), blend_mode);
}
// Avoid freeing and reallocating the memory if possible
Bitmap *recycle_bitmap(Bitmap *bimp, int coldep, int wid, int hit, bool make_transparent) {
if (bimp != nullptr) {
// same colour depth, width and height -> reuse
if ((bimp->GetColorDepth() == coldep) && (bimp->GetWidth() == wid)
&& (bimp->GetHeight() == hit)) {
bimp->ResetClip();
if (make_transparent) {
bimp->ClearTransparent();
}
return bimp;
}
delete bimp;
}
bimp = make_transparent ? BitmapHelper::CreateTransparentBitmap(wid, hit, coldep) :
BitmapHelper::CreateBitmap(wid, hit, coldep);
return bimp;
}
void recycle_bitmap(std::unique_ptr<Shared::Bitmap> &bimp, int coldep, int wid, int hit, bool make_transparent) {
bimp.reset(recycle_bitmap(bimp.release(), coldep, wid, hit, make_transparent));
}
// Get the local tint at the specified X & Y co-ordinates, based on
// room regions and SetAmbientTint
// tint_amnt will be set to 0 if there is no tint enabled
// if this is the case, then light_lev holds the light level (0=none)
void get_local_tint(int xpp, int ypp, bool use_region_tint,
int *tint_amnt, int *tint_r, int *tint_g,
int *tint_b, int *tint_lit,
int *light_lev) {
int tint_level = 0, light_level = 0;
int tint_amount = 0;
int tint_red = 0;
int tint_green = 0;
int tint_blue = 0;
int tint_light = 255;
if (use_region_tint) {
int onRegion = 0;
if ((_GP(play).ground_level_areas_disabled & GLED_EFFECTS) == 0) {
// check if the player is on a region, to find its
// light/tint level
onRegion = GetRegionIDAtRoom(xpp, ypp);
if (onRegion == 0) {
// when walking, he might just be off a walkable area
onRegion = GetRegionIDAtRoom(xpp - 3, ypp);
if (onRegion == 0)
onRegion = GetRegionIDAtRoom(xpp + 3, ypp);
if (onRegion == 0)
onRegion = GetRegionIDAtRoom(xpp, ypp - 3);
if (onRegion == 0)
onRegion = GetRegionIDAtRoom(xpp, ypp + 3);
}
}
if ((onRegion > 0) && (onRegion < MAX_ROOM_REGIONS)) {
light_level = _GP(thisroom).Regions[onRegion].Light;
tint_level = _GP(thisroom).Regions[onRegion].Tint;
} else if (onRegion <= 0) {
light_level = _GP(thisroom).Regions[0].Light;
tint_level = _GP(thisroom).Regions[0].Tint;
}
int tint_sat = (tint_level >> 24) & 0xFF;
if ((_GP(game).color_depth == 1) || ((tint_level & 0x00ffffff) == 0) ||
(tint_sat == 0))
tint_level = 0;
if (tint_level) {
tint_red = (unsigned char)(tint_level & 0x000ff);
tint_green = (unsigned char)((tint_level >> 8) & 0x000ff);
tint_blue = (unsigned char)((tint_level >> 16) & 0x000ff);
tint_amount = tint_sat;
tint_light = light_level;
}
if (_GP(play).rtint_enabled) {
if (_GP(play).rtint_level > 0) {
// override with room tint
tint_red = _GP(play).rtint_red;
tint_green = _GP(play).rtint_green;
tint_blue = _GP(play).rtint_blue;
tint_amount = _GP(play).rtint_level;
tint_light = _GP(play).rtint_light;
} else {
// override with room light level
tint_amount = 0;
light_level = _GP(play).rtint_light;
}
}
}
// copy to output parameters
*tint_amnt = tint_amount;
*tint_r = tint_red;
*tint_g = tint_green;
*tint_b = tint_blue;
*tint_lit = tint_light;
if (light_lev)
*light_lev = light_level;
}
// Applies the specified RGB Tint or Light Level to the ObjTexture 'actsp'.
// Used for software render mode only.
static void apply_tint_or_light(ObjTexture &actsp, int light_level,
int tint_amount, int tint_red, int tint_green,
int tint_blue, int tint_light, int coldept,
Bitmap *blitFrom) {
// In a 256-colour game, we cannot do tinting or lightning
// (but we can do darkening, if light_level < 0)
if (_GP(game).color_depth == 1) {
if ((light_level > 0) || (tint_amount != 0))
return;
}
// we can only do tint/light if the colour depths match
if (_GP(game).GetColorDepth() == actsp.Bmp->GetColorDepth()) {
std::unique_ptr<Bitmap> oldwas;
// if the caller supplied a source bitmap, ->Blit from it
// (used as a speed optimisation where possible)
if (blitFrom)
oldwas.reset(blitFrom);
// otherwise, make a new target bmp
else {
oldwas = std::move(actsp.Bmp);
actsp.Bmp.reset(BitmapHelper::CreateBitmap(oldwas->GetWidth(), oldwas->GetHeight(), coldept));
}
Bitmap *active_spr = actsp.Bmp.get();
if (tint_amount) {
// It is an RGB tint
tint_image(active_spr, oldwas.get(), tint_red, tint_green, tint_blue, tint_amount, tint_light);
} else {
// the RGB values passed to set_trans_blender decide whether it will darken
// or lighten sprites ( <128=darken, >128=lighten). The parameter passed
// to LitBlendBlt defines how much it will be darkened/lightened by.
int lit_amnt;
active_spr->FillTransparent();
// It's a light level, not a tint
if (_GP(game).color_depth == 1) {
// 256-col
lit_amnt = (250 - ((-light_level) * 5) / 2);
} else {
// hi-color
if (light_level < 0)
set_my_trans_blender(8, 8, 8, 0);
else
set_my_trans_blender(248, 248, 248, 0);
lit_amnt = abs(light_level) * 2;
}
active_spr->LitBlendBlt(oldwas.get(), 0, 0, lit_amnt);
}
if (oldwas.get() == blitFrom)
oldwas.release();
} else if (blitFrom) {
// sprite colour depth != game colour depth, so don't try and tint
// but we do need to do something, so copy the source
Bitmap *active_spr = actsp.Bmp.get();
active_spr->Blit(blitFrom, 0, 0, 0, 0, active_spr->GetWidth(), active_spr->GetHeight());
}
}
// Generates a transformed sprite, using src image and parameters;
// * if transformation is necessary - writes into dst and returns dst;
// * if no transformation is necessary - simply returns src;
// Used for software render mode only.
static Bitmap *transform_sprite(Bitmap *src, bool src_has_alpha, std::unique_ptr<Bitmap> &dst,
const Size dst_sz, GraphicFlip flip = Shared::kFlip_None) {
if ((src->GetSize() == dst_sz) && (flip == kFlip_None))
return src; // No transform: return source image
recycle_bitmap(dst, src->GetColorDepth(), dst_sz.Width, dst_sz.Height, true);
set_our_eip(339);
// If scaled: first scale then optionally mirror
if (src->GetSize() != dst_sz) {
// 8-bit support: ensure that anti-aliasing routines have a palette
// to use for mapping while faded out.
// TODO: find out if this may be moved out and not repeated?
if (_G(in_new_room) > 0)
select_palette(_G(palette));
if (flip != kFlip_None) {
Bitmap tempbmp;
tempbmp.CreateTransparent(dst_sz.Width, dst_sz.Height, src->GetColorDepth());
if ((IS_ANTIALIAS_SPRITES) && !src_has_alpha)
tempbmp.AAStretchBlt(src, RectWH(dst_sz), kBitmap_Transparency);
else
tempbmp.StretchBlt(src, RectWH(dst_sz), kBitmap_Transparency);
dst->FlipBlt(&tempbmp, 0, 0, kFlip_Horizontal);
} else {
if ((IS_ANTIALIAS_SPRITES) && !src_has_alpha)
dst->AAStretchBlt(src, RectWH(dst_sz), kBitmap_Transparency);
else
dst->StretchBlt(src, RectWH(dst_sz), kBitmap_Transparency);
}
if (_G(in_new_room) > 0)
unselect_palette();
} else {
// If not scaled, then simply blit mirrored
dst->FlipBlt(src, 0, 0, kFlip_Horizontal);
}
return dst.get(); // return transformed result
}
// Draws the specified 'sppic' sprite onto ObjTexture 'actsp' at the
// specified width and height, and flips the sprite if necessary.
// Returns 1 if something was drawn to actsps; returns 0 if no
// scaling or stretching was required, in which case nothing was done.
// Used for software render mode only.
static bool scale_and_flip_sprite(ObjTexture &actsp, int sppic, int width, int height, bool hmirror) {
Bitmap *src = _GP(spriteset)[sppic];
Bitmap *result = transform_sprite(src, (_GP(game).SpriteInfos[sppic].Flags & SPF_ALPHACHANNEL) != 0,
actsp.Bmp, Size(width, height), hmirror ? kFlip_Horizontal : kFlip_None);
return result != src;
}
// Create the actsps[objid] image with the object drawn correctly.
// Returns true if nothing at all has changed and actsps is still
// intact from last time; false otherwise.
// Hardware-accelerated renderers always return true, because they do not
// require altering the raw bitmap itself.
// Except if alwaysUseSoftware is set, in which case even HW renderers
// construct the image in software mode as well.
static bool construct_object_gfx(const ViewFrame *vf, int pic,
const Size &scale_size,
int tint_flags, // OBJF_* flags related to using tint and light fx
const ObjectCache &objsrc, // source item to acquire values from
ObjectCache &objsav, // cache item to use
ObjTexture &actsp, // object texture to draw upon
bool optimize_by_position, // allow to optimize walk-behind merging using object's pos
bool force_software) {
const bool use_hw_transform = !force_software && !_G(drawstate).SoftwareRender;
int tint_red, tint_green, tint_blue;
int tint_level, tint_light, light_level;
tint_red = tint_green = tint_blue = tint_level = tint_light = light_level = 0;
if (tint_flags & OBJF_HASTINT) {
// object specific tint, use it
tint_red = objsrc.tintr;
tint_green = objsrc.tintg;
tint_blue = objsrc.tintb;
tint_level = objsrc.tintamnt;
tint_light = objsrc.tintlight;
light_level = 0;
} else if (tint_flags & OBJF_HASLIGHT) {
light_level = objsrc.tintlight;
} else {
// get the ambient or region tint
get_local_tint(objsrc.x, objsrc.y, (tint_flags & OBJF_USEREGIONTINTS) != 0,
&tint_level, &tint_red, &tint_green, &tint_blue,
&tint_light, &light_level);
}
// check whether the image should be flipped
bool is_mirrored = false;
int specialpic = pic;
if (vf && (vf->pic == pic) && ((vf->flags & VFLG_FLIPSPRITE) != 0)) {
is_mirrored = true;
specialpic = -pic;
}
actsp.SpriteID = pic; // for texture sharing
// Hardware accelerated mode: always use original sprite and apply texture transform
if (use_hw_transform) {
// HW acceleration
const bool is_texture_intact = (objsav.sppic == specialpic) && !actsp.IsChangeNotified();
objsav.sppic = specialpic;
objsav.tintamnt = tint_level;
objsav.tintr = tint_red;
objsav.tintg = tint_green;
objsav.tintb = tint_blue;
objsav.tintlight = tint_light;
objsav.lightlev = light_level;
objsav.zoom = objsrc.zoom;
objsav.mirrored = is_mirrored;
return is_texture_intact;
}
//
// Software mode below
//
// They want to draw it in software mode with the hw driver, so force a redraw (???)
if (!_G(drawstate).SoftwareRender) {
objsav.sppic = INT32_MIN;
}
// If we have the image cached, use it
if ((objsav.image != nullptr) &&
(objsav.sppic == specialpic) &&
// not a dynamic sprite, or not sprite modified lately
(!actsp.IsChangeNotified()) &&
(objsav.tintamnt == tint_level) &&
(objsav.tintlight == tint_light) &&
(objsav.tintr == tint_red) &&
(objsav.tintg == tint_green) &&
(objsav.tintb == tint_blue) &&
(objsav.lightlev == light_level) &&
(objsav.zoom == objsrc.zoom) &&
(objsav.mirrored == is_mirrored)) {
// if the image is the same, we can use it cached
if ((_G(drawstate).WalkBehindMethod != DrawOverCharSprite) &&
(actsp.Bmp != nullptr))
return true;
// Check if the X & Y co-ords are the same, too -- if so, there
// is scope for further optimisations
if (optimize_by_position &&
(objsav.x == objsrc.x) &&
(objsav.y == objsrc.y) &&
(actsp.Bmp != nullptr) &&
(_G(walk_behind_baselines_changed) == 0))
return true;
recycle_bitmap(actsp.Bmp, objsav.image->GetColorDepth(), objsav.image->GetWidth(), objsav.image->GetHeight());
actsp.Bmp->Blit(objsav.image.get(), 0, 0);
return false; // image was modified
}
// Not cached, so draw the image
Bitmap *sprite = _GP(spriteset)[pic];
const int coldept = sprite->GetColorDepth();
const int src_sprwidth = sprite->GetWidth();
const int src_sprheight = sprite->GetHeight();
bool actsps_used = false;
// draw the base sprite, scaled and flipped as appropriate
actsps_used = scale_and_flip_sprite(actsp, pic, scale_size.Width, scale_size.Height, is_mirrored);
if (!actsps_used) {
// ensure actsps exists // CHECKME: why do we need this in hardware accel mode too?
recycle_bitmap(actsp.Bmp, coldept, src_sprwidth, src_sprheight);
}
// apply tints or lightenings where appropriate, else just copy
// the source bitmap
if ((tint_level > 0) || (light_level != 0)) {
// direct read from source bitmap, where possible
Bitmap *blit_from = nullptr;
if (!actsps_used)
blit_from = sprite;
apply_tint_or_light(actsp, light_level, tint_level, tint_red,
tint_green, tint_blue, tint_light, coldept,
blit_from);
} else if (!actsps_used) {
// no scaling, flipping or tinting was done, so just blit it normally
actsp.Bmp->Blit(sprite, 0, 0);
}
// Create the cached image and store it
objsav.in_use = true;
recycle_bitmap(objsav.image, actsp.Bmp->GetColorDepth(), actsp.Bmp->GetWidth(), actsp.Bmp->GetHeight());
objsav.image->Blit(actsp.Bmp.get(), 0, 0);
objsav.sppic = specialpic;
objsav.tintamnt = tint_level;
objsav.tintr = tint_red;
objsav.tintg = tint_green;
objsav.tintb = tint_blue;
objsav.tintlight = tint_light;
objsav.lightlev = light_level;
objsav.zoom = objsrc.zoom;
objsav.mirrored = is_mirrored;
objsav.x = objsrc.x;
objsav.y = objsrc.y;
return false; // image was modified
}
// Generate object's raw sprite bitmap, update the object's texture
// from the sprite, add the object's texture to the draw list.
// - atx and aty are coordinates of the top-left object's corner in the room;
// - usebasel is object's z-order, it may be modified within the function;
// TODO: possibly makes sense to split this function into parts later.
void prepare_and_add_object_gfx(const ObjectCache &objsav, ObjTexture &actsp, bool actsp_modified, const Size &scale_size,
int atx, int aty, int &usebasel, bool use_walkbehinds, int transparency, bool hw_accel) {
// Handle the walk-behinds, according to the walkBehindMethod.
// This potentially may edit actsp's raw bitmap if actsp_modified is set.
if (use_walkbehinds) {
// Only merge sprite with the walk-behinds in software mode
if ((_G(drawstate).WalkBehindMethod == DrawOverCharSprite) && (actsp_modified)) {
walkbehinds_cropout(actsp.Bmp.get(), atx, aty, usebasel);
}
} else {
// Ignore walk-behinds by shifting baseline to a larger value
// CHECKME: may this fail if WB somehow got larger than room baseline?
if (_G(drawstate).WalkBehindMethod == DrawAsSeparateSprite) {
usebasel += _GP(thisroom).Height;
}
}
// Sync object texture with the raw sprite bitmap.
if ((actsp.Ddb == nullptr) || (actsp_modified)) {
sync_object_texture(actsp, (_GP(game).SpriteInfos[actsp.SpriteID].Flags & SPF_ALPHACHANNEL) != 0);
}
// Now when we have a ready texture, assign texture properties
// (transform, effects, and so forth)
if (hw_accel) {
actsp.Ddb->SetStretch(scale_size.Width, scale_size.Height);
actsp.Ddb->SetFlippedLeftRight(objsav.mirrored);
actsp.Ddb->SetTint(objsav.tintr, objsav.tintg, objsav.tintb, (objsav.tintamnt * 256) / 100);
if (objsav.tintamnt > 0) {
if (objsav.tintlight == 0) // luminance of 0 -- pass 1 to enable
actsp.Ddb->SetLightLevel(1);
else if (objsav.tintlight < 250)
actsp.Ddb->SetLightLevel(objsav.tintlight);
else
actsp.Ddb->SetLightLevel(0);
} else if (objsav.lightlev != 0)
actsp.Ddb->SetLightLevel((objsav.lightlev * 25) / 10 + 256);
else
actsp.Ddb->SetLightLevel(0);
}
actsp.Ddb->SetAlpha(GfxDef::LegacyTrans255ToAlpha255(transparency));
}
// Generates RoomObject's raw bitmap and saves in actsps; updates object cache.
bool construct_object_gfx(int objid, bool force_software) {
const RoomObject &obj = _G(objs)[objid];
if (!_GP(spriteset).DoesSpriteExist(obj.num))
quitprintf("There was an error drawing object %d. Its current sprite, %d, is invalid.", objid, obj.num);
ObjectCache objsrc(obj.num, obj.tint_r, obj.tint_g, obj.tint_b,
obj.tint_level, obj.tint_light, 0 /* skip */, obj.zoom, false /* skip */,
obj.x, obj.y);
return construct_object_gfx(
(obj.view != UINT16_MAX) ? &_GP(views)[obj.view].loops[obj.loop].frames[obj.frame] : nullptr,
obj.num,
Size(obj.last_width, obj.last_height),
obj.flags & OBJF_TINTLIGHTMASK,
objsrc,
_G(objcache)[objid],
_GP(actsps)[objid],
true,
force_software);
}
void prepare_objects_for_drawing() {
set_our_eip(32);
const bool hw_accel = !_G(drawstate).SoftwareRender;
for (uint32_t objid = 0; objid < _G(croom)->numobj; ++objid) {
const RoomObject &obj = _G(objs)[objid];
if (obj.on != 1) // WARNING: 'on' may have other values than 0 and 1 !!
continue; // disabled
// offscreen, don't draw
if ((obj.x >= _GP(thisroom).Width) || (obj.y < 1))
continue; // offscreen
_G(eip_guinum) = objid;
const ObjectCache &objsav = _G(objcache)[objid];
ObjTexture &actsp = _GP(actsps)[objid];
// Calculate sprite top-left position in the room and baseline
const int atx = data_to_game_coord(obj.x);
const int aty = data_to_game_coord(obj.y) - obj.last_height;
int usebasel = obj.get_baseline();
// Generate raw bitmap in ObjTexture and store parameters in ObjectCache.
bool actsp_modified = !construct_object_gfx(objid, false);
// Prepare the object texture
prepare_and_add_object_gfx(objsav, actsp, actsp_modified,
Size(obj.last_width, obj.last_height), atx, aty, usebasel,
(obj.flags & OBJF_NOWALKBEHINDS) == 0, obj.transparent, hw_accel);
// Finally, add the texture to the draw list
add_to_sprite_list(actsp.Ddb, atx, aty, usebasel);
}
}
// Draws srcimg onto destimg, tinting to the specified level
// Totally overwrites the contents of the destination image
void tint_image(Bitmap *ds, Bitmap *srcimg, int red, int grn, int blu, int light_level, int luminance) {
if ((srcimg->GetColorDepth() != ds->GetColorDepth()) ||
(srcimg->GetColorDepth() <= 8)) {
debug_script_warn("Image tint failed - images must both be hi-color");
// the caller expects something to have been copied
ds->Blit(srcimg, 0, 0, 0, 0, srcimg->GetWidth(), srcimg->GetHeight());
return;
}
// Some games have incorrect data that result in a negative luminance.
// Do the same as the accelerated drivers that use 255 luminance for that case.
if (luminance < 0)
luminance = 255;
// For performance reasons, we have a separate blender for
// when light is being adjusted and when it is not.
// If luminance >= 250, then normal brightness, otherwise darken
if (luminance >= 250)
set_blender_mode(kTintBlenderMode, red, grn, blu, 0);
else
set_blender_mode(kTintLightBlenderMode, red, grn, blu, 0);
if (light_level >= 100) {
// fully colourised
ds->FillTransparent();
ds->LitBlendBlt(srcimg, 0, 0, luminance);
} else {
// light_level is between -100 and 100 normally; 0-100 in
// this case when it's a RGB tint
light_level = (light_level * 25) / 10;
// Copy the image to the new bitmap
ds->Blit(srcimg, 0, 0, 0, 0, srcimg->GetWidth(), srcimg->GetHeight());
// Render the colourised image to a temporary bitmap,
// then transparently draw it over the original image
Bitmap *finaltarget = BitmapHelper::CreateTransparentBitmap(srcimg->GetWidth(), srcimg->GetHeight(), srcimg->GetColorDepth());
finaltarget->LitBlendBlt(srcimg, 0, 0, luminance);
// customized trans blender to preserve alpha channel
set_my_trans_blender(0, 0, 0, light_level);
ds->TransBlendBlt(finaltarget, 0, 0);
delete finaltarget;
}
}
// Generates Character's raw bitmap and saves in actsps; updates character cache.
bool construct_char_gfx(int charid, bool force_software) {
// const bool use_hw_transform = !force_software && _G(gfxDriver)->HasAcceleratedTransform();
const CharacterInfo &chin = _GP(game).chars[charid];
const CharacterExtras &chex = _GP(charextra)[charid];
const ViewFrame *vf = &_GP(views)[chin.view].loops[chin.loop].frames[chin.frame];
const int pic = vf->pic;
if (!_GP(spriteset).DoesSpriteExist(pic))
quitprintf("There was an error drawing character %d. Its current frame's sprite, %d, is invalid.", charid, pic);
ObjectCache chsrc(pic, chex.tint_r, chex.tint_g, chex.tint_b,
chex.tint_level, chex.tint_light, 0 /* skip */, chex.zoom, false /* skip */,
chin.x, chin.y);
return construct_object_gfx(
vf,
pic,
Size(chex.width, chex.height),
CharFlagsToObjFlags(chin.flags) & OBJF_TINTLIGHTMASK,
chsrc,
_GP(charcache)[charid],
_GP(actsps)[charid + ACTSP_OBJSOFF],
false, // characters cannot optimize by pos, probably because of z coord and view offsets (?)
force_software);
}
void prepare_characters_for_drawing() {
set_our_eip(33);
const bool hw_accel = !_G(drawstate).SoftwareRender;
// draw characters
for (int charid = 0; charid < _GP(game).numcharacters; ++charid) {
const CharacterInfo &chin = _GP(game).chars[charid];
if (chin.on == 0)
continue; // disabled
if (chin.room != _G(displayed_room))
continue; // in another room
_G(eip_guinum) = charid;
const CharacterExtras &chex = _GP(charextra)[charid];
const ObjectCache &chsav = _GP(charcache)[charid];
ObjTexture &actsp = _GP(actsps)[charid + ACTSP_OBJSOFF];
// Calculate sprite top-left position in the room and baseline
const int atx = chin.actx + chin.pic_xoffs * chex.zoom_offs / 100;
const int aty = chin.acty + chin.pic_yoffs * chex.zoom_offs / 100;
int usebasel = chin.get_baseline();
// Generate raw bitmap in ObjTexture and store parameters in ObjectCache.
bool actsp_modified = !construct_char_gfx(charid, false);
// Prepare the object texture
prepare_and_add_object_gfx(chsav, actsp, actsp_modified,
Size(chex.width, chex.height), atx, aty, usebasel,
(chin.flags & CHF_NOWALKBEHINDS) == 0, chin.transparency, hw_accel);
// Finally, add the texture to the draw list
add_to_sprite_list(actsp.Ddb, atx, aty, usebasel);
}
}
Bitmap *get_cached_character_image(int charid) {
return _GP(actsps)[charid + ACTSP_OBJSOFF].Bmp.get();
}
Bitmap *get_cached_object_image(int objid) {
return _GP(actsps)[objid].Bmp.get();
}
void add_walkbehind_image(size_t index, Shared::Bitmap *bmp, int x, int y) {
if (_GP(walkbehindobj).size() <= index)
_GP(walkbehindobj).resize(index + 1);
_GP(walkbehindobj)[index].Bmp.reset(); // don't store bitmap if added this way
_GP(walkbehindobj)[index].Ddb = recycle_ddb_bitmap(_GP(walkbehindobj)[index].Ddb, bmp);
_GP(walkbehindobj)[index].Pos = Point(x, y);
}
// Add active room overlays to the sprite list
static void add_roomovers_for_drawing() {
const auto &overs = get_overlays();
for (const auto &over : overs) {
if (over.type < 0) continue; // empty slot
if (!over.IsRoomLayer()) continue; // not a room layer
if (over.transparency == 255) continue; // skip fully transparent
Point pos = get_overlay_position(over);
add_to_sprite_list(_GP(overtxs)[over.type].Ddb, pos.X, pos.Y, over.zorder, over.creation_id);
}
}
// Compiles a list of room sprites (characters, objects, background)
void prepare_room_sprites() {
// Background sprite is required for the non-software renderers always,
// and for software renderer in case there are overlapping viewports.
// Note that software DDB is just a tiny wrapper around bitmap, so overhead is negligible.
if (_G(current_background_is_dirty) || !_G(roomBackgroundBmp)) {
_G(roomBackgroundBmp) =
recycle_ddb_bitmap(_G(roomBackgroundBmp), _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic.get(), false, true);
}
if (_G(drawstate).FullFrameRedraw) {
if (_G(current_background_is_dirty) || _G(walkBehindsCachedForBgNum) != _GP(play).bg_frame) {
if (_G(drawstate).WalkBehindMethod == DrawAsSeparateSprite) {
walkbehinds_generate_sprites();
}
}
add_thing_to_draw(_G(roomBackgroundBmp), 0, 0);
}
_G(current_background_is_dirty) = false; // Note this is only place where this flag is checked
clear_sprite_list();
if ((_G(debug_flags) & DBG_NOOBJECTS) == 0) {
prepare_objects_for_drawing();
prepare_characters_for_drawing();
add_roomovers_for_drawing();
if ((_G(debug_flags) & DBG_NODRAWSPRITES) == 0) {
set_our_eip(34);
if (_G(drawstate).WalkBehindMethod == DrawAsSeparateSprite) {
for (size_t wb = 1 /* 0 is "no area" */;
(wb < MAX_WALK_BEHINDS) && (wb < (size_t)_GP(walkbehindobj).size()); ++wb) {
const auto &wbobj = _GP(walkbehindobj)[wb];
if (wbobj.Ddb) {
// when baselines are equal, walk-behinds must be sorted back, so tag as INT32_MIN
add_to_sprite_list(wbobj.Ddb, wbobj.Pos.X, wbobj.Pos.Y, _G(croom)->walkbehind_base[wb], INT32_MIN);
}
}
}
if (pl_any_want_hook(AGSE_PRESCREENDRAW))
add_render_stage(AGSE_PRESCREENDRAW);
draw_sprite_list();
}
}
set_our_eip(36);
// Debug room overlay
update_room_debug();
if ((_G(debugRoomMask) != kRoomAreaNone) && _GP(debugRoomMaskObj).Ddb)
add_thing_to_draw(_GP(debugRoomMaskObj).Ddb, 0, 0);
if ((_G(debugMoveListChar) >= 0) && _GP(debugMoveListObj).Ddb)
add_thing_to_draw(_GP(debugMoveListObj).Ddb, 0, 0);
if (pl_any_want_hook(AGSE_POSTROOMDRAW))
add_render_stage(AGSE_POSTROOMDRAW);
}
// Draws the black surface behind (or rather between) the room viewports
void draw_preroom_background() {
if (_G(drawstate).FullFrameRedraw)
return;
update_black_invreg_and_reset(_G(gfxDriver)->GetMemoryBackBuffer());
}
// Draws the room background on the given surface.
//
// NOTE that this is **strictly** for software rendering.
// ds is a full game screen surface, and roomcam_surface is a surface for drawing room camera content to.
// ds and roomcam_surface may be the same bitmap.
// no_transform flag tells to copy dirty regions on roomcam_surface without any coordinate conversion
// whatsoever.
PBitmap draw_room_background(Viewport *view) {
set_our_eip(31);
// For the sake of software renderer, if there is any kind of camera transform required
// except screen offset, we tell it to draw on separate bitmap first with zero transformation.
// There are few reasons for this, primary is that Allegro does not support StretchBlt
// between different colour depths (i.e. it won't correctly stretch blit 16-bit rooms to
// 32-bit virtual screen).
// Also see comment to ALSoftwareGraphicsDriver::RenderToBackBuffer().
const int view_index = view->GetID();
Bitmap *ds = _G(gfxDriver)->GetMemoryBackBuffer();
// If separate bitmap was prepared for this view/camera pair then use it, draw untransformed
// and blit transformed whole surface later.
const bool draw_to_camsurf = _GP(CameraDrawData)[view_index].Frame != nullptr;
Bitmap *roomcam_surface = draw_to_camsurf ? _GP(CameraDrawData)[view_index].Frame.get() : ds;
{
// For software renderer: copy dirty rects onto the virtual screen.
// TODO: that would be SUPER NICE to reorganize the code and move this operation into SoftwareGraphicDriver somehow.
// Because basically we duplicate sprite batch transform here.
auto camera = view->GetCamera();
set_invalidrects_cameraoffs(view_index, camera->GetRect().Left, camera->GetRect().Top);
// TODO: (by CJ)
// the following line takes up to 50% of the game CPU time at
// high resolutions and colour depths - if we can optimise it
// somehow, significant performance gains to be had
update_room_invreg_and_reset(view_index, roomcam_surface, _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic.get(), draw_to_camsurf);
}
return _GP(CameraDrawData)[view_index].Frame;
}
void dispose_engine_overlay() {
_G(gl_DrawFPS).bmp.reset();
if (_G(gl_DrawFPS).ddb)
_G(gfxDriver)->DestroyDDB(_G(gl_DrawFPS).ddb);
_G(gl_DrawFPS).ddb = nullptr;
_G(gl_DrawFPS).font = -1;
}
void draw_fps(const Rect &viewport) {
const int font = FONT_NORMAL;
auto &fpsDisplay = _G(gl_DrawFPS).bmp;
if (fpsDisplay == nullptr || _G(gl_DrawFPS).font != font) {
recycle_bitmap(fpsDisplay, _GP(game).GetColorDepth(), viewport.GetWidth(), (get_font_surface_height(font) + get_fixed_pixel_size(5)));
_G(gl_DrawFPS).font = font;
}
fpsDisplay->ClearTransparent();
const color_t text_color = fpsDisplay->GetCompatibleColor(14);
char base_buffer[20];
if (!isTimerFpsMaxed()) {
snprintf(base_buffer, sizeof(base_buffer), "%d", _G(frames_per_second));
} else {
snprintf(base_buffer, sizeof(base_buffer), "unlimited");
}
char fps_buffer[60];
// Don't display fps if we don't have enough information (because loop count was just reset)
float fps = get_real_fps();
if (!isnan(fps)) {
snprintf(fps_buffer, sizeof(fps_buffer), "FPS: %2.1f / %s", fps, base_buffer);
} else {
snprintf(fps_buffer, sizeof(fps_buffer), "FPS: --.- / %s", base_buffer);
}
char loop_buffer[60];
snprintf(loop_buffer, sizeof(loop_buffer), "Loop %u", _G(loopcounter));
int text_off = get_font_surface_extent(font).first; // TODO: a generic function that accounts for this?
wouttext_outline(fpsDisplay.get(), 1, 1 - text_off, font, text_color, fps_buffer);
wouttext_outline(fpsDisplay.get(), viewport.GetWidth() / 2, 1 - text_off, font, text_color, loop_buffer);
_G(gl_DrawFPS).ddb = recycle_ddb_bitmap(_G(gl_DrawFPS).ddb, _G(gl_DrawFPS).bmp.get());
int yp = viewport.GetHeight() - fpsDisplay->GetHeight();
_G(gfxDriver)->DrawSprite(1, yp, _G(gl_DrawFPS).ddb);
invalidate_sprite_glob(1, yp, _G(gl_DrawFPS).ddb);
}
// Draw GUI controls as separate sprites
void draw_gui_controls(GUIMain &gui) {
if (_G(all_buttons_disabled >= 0) && (GUI::Options.DisabledStyle == kGuiDis_Blackout))
return; // don't draw GUI controls
int draw_index = _GP(guiobjddbref)[gui.ID];
for (int i = 0; i < gui.GetControlCount(); ++i, ++draw_index) {
GUIObject *obj = gui.GetControl(i);
if (!obj->IsVisible() ||
(obj->GetSize().IsNull()) ||
(!obj->IsEnabled() && (GUI::Options.DisabledStyle == kGuiDis_Blackout)))
continue;
if (!obj->HasChanged())
continue;
auto &objbg = _GP(guiobjbg)[draw_index];
Rect obj_surf = obj->CalcGraphicRect(GUI::Options.ClipControls);
recycle_bitmap(objbg.Bmp, _GP(game).GetColorDepth(), obj_surf.GetWidth(), obj_surf.GetHeight(), true);
obj->Draw(objbg.Bmp.get(), -obj_surf.Left, -obj_surf.Top);
sync_object_texture(objbg, obj->HasAlphaChannel());
objbg.Off = Point(obj_surf.GetLT());
obj->ClearChanged();
}
}
// Draw GUI and overlays of all kinds, anything outside the room space
void draw_gui_and_overlays() {
// Draw gui controls on separate textures if:
// - it is a 3D renderer (software one may require adjustments -- needs testing)
// - not legacy alpha blending (may we implement specific texture blend?)
const bool draw_controls_as_textures =
_G(gfxDriver)->HasAcceleratedTransform()
&& (_GP(game).options[OPT_NEWGUIALPHA] == kGuiAlphaRender_Proper);
if (pl_any_want_hook(AGSE_PREGUIDRAW))
_G(gfxDriver)->DrawSprite(AGSE_PREGUIDRAW, 0, nullptr); // render stage
clear_sprite_list();
// Add active overlays to the sprite list
const auto &overs = get_overlays();
for (const auto &over : overs) {
if (over.type < 0) continue; // empty slot
if (over.IsRoomLayer()) continue; // not a ui layer
if (over.transparency == 255) continue; // skip fully transparent
Point pos = get_overlay_position(over);
add_to_sprite_list(_GP(overtxs)[over.type].Ddb, pos.X, pos.Y, over.zorder, over.creation_id);
}
// Add GUIs
set_our_eip(35);
if (((_G(debug_flags) & DBG_NOIFACE) == 0) && (_G(displayed_room) >= 0)) {
if (_G(playerchar)->activeinv >= MAX_INV) {
quit("!The player.activeinv variable has been corrupted, probably as a result\n"
"of an incorrect assignment in the game script.");
}
if (_G(playerchar)->activeinv < 1) _G(gui_inv_pic) = -1;
else _G(gui_inv_pic) = _GP(game).invinfo[_G(playerchar)->activeinv].pic;
set_our_eip(37);
// Prepare and update GUI textures
{
for (int index = 0; index < _GP(game).numgui; ++index) {
auto &gui = _GP(guis)[index];
if (!gui.IsDisplayed()) continue; // not on screen
if (!gui.HasChanged() && !gui.HasControlsChanged()) continue; // no changes: no need to update image
if (gui.Transparency == 255) continue; // 100% transparent
_G(eip_guinum) = index;
set_our_eip(372);
const bool draw_with_controls = !draw_controls_as_textures;
if (gui.HasChanged() || (draw_with_controls && gui.HasControlsChanged())) {
auto &gbg = _GP(guibg)[index];
recycle_bitmap(gbg.Bmp, _GP(game).GetColorDepth(), gui.Width, gui.Height, true);
if (draw_with_controls)
gui.DrawWithControls(gbg.Bmp.get());
else
gui.DrawSelf(gbg.Bmp.get());
const bool is_alpha = gui.HasAlphaChannel();
if (is_alpha)
{
if ((_GP(game).options[OPT_NEWGUIALPHA] == kGuiAlphaRender_Legacy) && (gui.BgImage > 0))
{
// old-style (pre-3.0.2) GUI alpha rendering
repair_alpha_channel(gbg.Bmp.get(), _GP(spriteset)[gui.BgImage]);
}
}
sync_object_texture(gbg, is_alpha);
}
set_our_eip(373);
if (!draw_with_controls && gui.HasControlsChanged()) {
draw_gui_controls(gui);
}
set_our_eip(374);
gui.ClearChanged();
}
}
set_our_eip(38);
// Draw the GUIs
for (int index = 0; index < _GP(game).numgui; ++index) {
const auto &gui = _GP(guis)[index];
if (!gui.IsDisplayed()) continue; // not on screen
if (gui.Transparency == 255) continue; // 100% transparent
// Don't draw GUI if "GUIs Turn Off When Disabled"
if ((_GP(game).options[OPT_DISABLEOFF] == kGuiDis_Off) &&
(_G(all_buttons_disabled) >= 0) &&
(gui.PopupStyle != kGUIPopupNoAutoRemove))
continue;
auto *gui_ddb = _GP(guibg)[index].Ddb;
assert(gui_ddb); // Test for missing texture, might happen if not marked for update
if (!gui_ddb) continue;
gui_ddb->SetAlpha(GfxDef::LegacyTrans255ToAlpha255(gui.Transparency));
add_to_sprite_list(gui_ddb, gui.X, gui.Y, gui.ZOrder, index);
}
}
// If not adding gui controls as textures, simply move the resulting sprlist to render
if (!draw_controls_as_textures ||
(_G(all_buttons_disabled >= 0) && (GUI::Options.DisabledStyle == kGuiDis_Blackout))) {
draw_sprite_list();
put_sprite_list_on_screen(false);
return;
}
// If adding control textures, sort the ui list, and then pass into renderer,
// adding controls and creating sub-batches as necessary
std::sort(_GP(sprlist).begin(), _GP(sprlist).end(), spritelistentry_less);
for (const auto &s : _GP(sprlist)) {
invalidate_sprite(s.x, s.y, s.ddb, false);
_G(gfxDriver)->DrawSprite(s.x, s.y, s.ddb);
if (s.id < 0) continue; // not a group parent (gui)
// Create a sub-batch
_G(gfxDriver)->BeginSpriteBatch(RectWH(s.x, s.y, s.ddb->GetWidth(), s.ddb->GetHeight()),
SpriteTransform(s.x, s.y, 1.f, 1.f, 0.f, s.ddb->GetAlpha()));
const int draw_index = _GP(guiobjddbref)[s.id];
for (const auto &obj_id : _GP(guis)[s.id].GetControlsDrawOrder()) {
GUIObject *obj = _GP(guis)[s.id].GetControl(obj_id);
if (!obj->IsVisible() ||
(obj->GetSize().IsNull()) ||
(!obj->IsEnabled() && (GUI::Options.DisabledStyle == kGuiDis_Blackout)))
continue;
const auto &obj_tx = _GP(guiobjbg)[draw_index + obj_id];
auto *obj_ddb = obj_tx.Ddb;
assert(obj_ddb); // Test for missing texture, might happen if not marked for update
if (!obj_ddb) continue;
obj_ddb->SetAlpha(GfxDef::LegacyTrans255ToAlpha255(obj->GetTransparency()));
_G(gfxDriver)->DrawSprite(obj->X + obj_tx.Off.X, obj->Y + obj_tx.Off.Y, obj_ddb);
}
_G(gfxDriver)->EndSpriteBatch();
}
set_our_eip(1099);
}
// Push the gathered list of sprites into the active graphic renderer
void put_sprite_list_on_screen(bool in_room) {
for (const auto &t : _GP(thingsToDrawList)) {
assert(t.ddb || (t.renderStage >= 0));
if (t.ddb) {
if (t.ddb->GetAlpha() == 0)
continue; // skip completely invisible things
// mark the image's region as dirty
invalidate_sprite(t.x, t.y, t.ddb, in_room);
// push to the graphics driver
_G(gfxDriver)->DrawSprite(t.x, t.y, t.ddb);
} else if (t.renderStage >= 0) {
// meta entry to run the plugin hook
_G(gfxDriver)->DrawSprite(t.renderStage, 0, nullptr);
}
}
set_our_eip(1100);
}
bool GfxDriverSpriteEvtCallback(int evt, int data) {
if (_G(displayed_room) < 0) {
// if no room loaded, various stuff won't be initialized yet
return false;
}
return (pl_run_plugin_hooks(evt, data) != 0);
}
void GfxDriverOnInitCallback(void *data) {
pl_run_plugin_init_gfx_hooks(_G(gfxDriver)->GetDriverID(), data);
}
// Schedule room rendering: background, objects, characters
static void construct_room_view() {
draw_preroom_background();
prepare_room_sprites();
// reset the zorders Changed flag now that we've drawn stuff
_G(walk_behind_baselines_changed) = 0;
for (const auto &viewport : _GP(play).GetRoomViewportsZOrdered()) {
if (!viewport->IsVisible())
continue;
auto camera = viewport->GetCamera();
if (!camera)
continue;
const Rect &view_rc = viewport->GetRect();
const Rect &cam_rc = camera->GetRect();
const float view_sx = (float)view_rc.GetWidth() / (float)cam_rc.GetWidth();
const float view_sy = (float)view_rc.GetHeight() / (float)cam_rc.GetHeight();
const SpriteTransform view_trans(view_rc.Left, view_rc.Top, view_sx, view_sy);
const SpriteTransform cam_trans(-cam_rc.Left, -cam_rc.Top);
if (_G(drawstate).FullFrameRedraw) {
// For hw renderer we draw everything as a sprite stack;
// viewport-camera pair is done as 2 nested scene nodes,
// where first defines how camera's image translates into the viewport on screen,
// and second - how room's image translates into the camera.
_G(gfxDriver)->BeginSpriteBatch(view_rc, view_trans);
_G(gfxDriver)->BeginSpriteBatch(Rect(), cam_trans);
_G(gfxDriver)->SetStageScreen(cam_rc.GetSize(), cam_rc.Left, cam_rc.Top);
put_sprite_list_on_screen(true);
_G(gfxDriver)->EndSpriteBatch();
_G(gfxDriver)->EndSpriteBatch();
} else {
// For software renderer - combine viewport and camera in one batch,
// due to how the room drawing is implemented currently in the software mode.
// TODO: review this later?
_G(gfxDriver)->BeginSpriteBatch(view_rc, view_trans);
if (_GP(CameraDrawData)[viewport->GetID()].Frame == nullptr && _GP(CameraDrawData)[viewport->GetID()].IsOverlap) {
// room background is prepended to the sprite stack
// TODO: here's why we have blit whole piece of background now:
// if we draw directly to the virtual screen overlapping another
// viewport, then we'd have to also mark and repaint every our
// region located directly over their dirty regions. That would
// require to update regions up the stack, converting their
// coordinates (cam1 -> screen -> cam2).
// It's not clear whether this is worth the effort, but if it is,
// then we'd need to optimise view/cam data first.
_G(gfxDriver)->BeginSpriteBatch(Rect(), cam_trans);
_G(gfxDriver)->DrawSprite(0, 0, _G(roomBackgroundBmp));
} else {
// room background is drawn by dirty rects system
PBitmap bg_surface = draw_room_background(viewport.get());
_G(gfxDriver)->BeginSpriteBatch(Rect(), cam_trans, kFlip_None, bg_surface);
}
put_sprite_list_on_screen(true);
_G(gfxDriver)->EndSpriteBatch();
_G(gfxDriver)->EndSpriteBatch();
}
}
clear_draw_list();
}
// Schedule ui rendering
static void construct_ui_view() {
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetUIViewport());
draw_gui_and_overlays();
_G(gfxDriver)->EndSpriteBatch();
clear_draw_list();
}
// Prepares overlay textures;
// but does not put them on screen yet - that's done in respective construct_*_view functions
static void construct_overlays() {
const bool is_software_mode = _G(drawstate).SoftwareRender;
const bool crop_walkbehinds = (_G(drawstate).WalkBehindMethod == DrawOverCharSprite);
auto &overs = get_overlays();
if ( _GP(overtxs).size() < overs.size()) {
_GP(overtxs).resize(overs.size());
if (is_software_mode)
_GP(overcache).resize(overs.size(), Point(INT32_MIN, INT32_MIN));
}
for (size_t i = 0; i < overs.size(); ++i) {
auto &over = overs[i];
if (over.type < 0) continue; // empty slot
if (over.transparency == 255) continue; // skip fully transparent
auto &overtx = _GP(overtxs)[i];
bool has_changed = over.HasChanged();
// If walk behinds are drawn over the cached object sprite, then check if positions were updated
if (crop_walkbehinds && over.IsRoomLayer()) {
Point pos = get_overlay_position(over);
has_changed |= (pos.X != _GP(overcache)[i].X || pos.Y != _GP(overcache)[i].Y);
_GP(overcache)[i].X = pos.X; _GP(overcache)[i].Y = pos.Y;
}
if (has_changed || overtx.IsChangeNotified()) {
overtx.SpriteID = over.GetSpriteNum();
// For software mode - prepare transformed bitmap if necessary;
// for hardware-accelerated - use the sprite ID if possible, to avoid redundant sprite load
// TODO: find a way to unify this code with the character & object ObjTexture preparation;
// they use practically same approach, except of different fields cache.
Bitmap *use_bmp = nullptr;
if (is_software_mode) {
use_bmp = transform_sprite(over.GetImage(), over.HasAlphaChannel(), overtx.Bmp, Size(over.scaleWidth, over.scaleHeight));
if (crop_walkbehinds && over.IsRoomLayer()) {
if (use_bmp != overtx.Bmp.get()) {
recycle_bitmap(overtx.Bmp, use_bmp->GetColorDepth(), use_bmp->GetWidth(), use_bmp->GetHeight(), true);
overtx.Bmp->Blit(use_bmp);
}
Point pos = get_overlay_position(over);
walkbehinds_cropout(overtx.Bmp.get(), pos.X, pos.Y, over.zorder);
use_bmp = overtx.Bmp.get();
}
}
sync_object_texture(overtx, over.HasAlphaChannel());
over.ClearChanged();
}
assert(overtx.Ddb); // Test for missing texture, might happen if not marked for update
if (!overtx.Ddb) continue;
overtx.Ddb->SetStretch(over.scaleWidth, over.scaleHeight);
overtx.Ddb->SetAlpha(GfxDef::LegacyTrans255ToAlpha255(over.transparency));
}
}
void construct_game_scene(bool full_redraw) {
_G(gfxDriver)->ClearDrawLists();
if (_GP(play).fast_forward)
return;
set_our_eip(3);
// React to changes to viewports and cameras (possibly from script) just before the render
_GP(play).UpdateViewports();
_G(gfxDriver)->UseSmoothScaling(IS_ANTIALIAS_SPRITES);
_G(gfxDriver)->RenderSpritesAtScreenResolution(_GP(usetup).RenderAtScreenRes);
pl_run_plugin_hooks(AGSE_PRERENDER, 0);
// Possible reasons to invalidate whole screen for the software renderer
if (full_redraw || _GP(play).screen_tint > 0 || _GP(play).shakesc_length > 0)
invalidate_screen();
// Overlays may be both in rooms and ui layer, prepare their textures beforehand
construct_overlays();
// TODO: move to game update! don't call update during rendering pass!
// IMPORTANT: keep the order same because sometimes script may depend on it
if (_G(displayed_room) >= 0)
_GP(play).UpdateRoomCameras();
// Begin with the parent scene node, defining global offset and flip
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetMainViewport(),
_GP(play).GetGlobalTransform(_G(drawstate).FullFrameRedraw),
(GraphicFlip)_GP(play).screen_flipped);
// Stage: room viewports
if (_GP(play).screen_is_faded_out == 0 && _GP(play).complete_overlay_on == 0) {
if (_G(displayed_room) >= 0) {
construct_room_view();
} else if (!_G(drawstate).FullFrameRedraw) {
// black it out so we don't get cursor trails
// TODO: this is possible to do with dirty rects system now too (it can paint black rects outside of room viewport)
_G(gfxDriver)->GetMemoryBackBuffer()->Fill(0);
}
}
set_our_eip(4);
// Stage: UI overlay
if (_GP(play).screen_is_faded_out == 0) {
construct_ui_view();
}
// End the parent scene node
_G(gfxDriver)->EndSpriteBatch();
}
void construct_game_screen_overlay(bool draw_mouse) {
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetMainViewport(),
_GP(play).GetGlobalTransform(_G(drawstate).FullFrameRedraw),
(GraphicFlip)_GP(play).screen_flipped);
if (pl_any_want_hook(AGSE_POSTSCREENDRAW)) {
_G(gfxDriver)->DrawSprite(AGSE_POSTSCREENDRAW, 0, nullptr);
}
// Mouse cursor
if (_GP(play).screen_is_faded_out == 0) {
if (draw_mouse && !_GP(play).mouse_cursor_hidden) {
// Exclusive sub-batch for mouse cursor, to let filter it out (CHECKME later?)
_G(gfxDriver)->BeginSpriteBatch(Rect(), SpriteTransform(), kFlip_None, nullptr, RENDER_BATCH_MOUSE_CURSOR);
_G(gfxDriver)->DrawSprite(_G(mousex) - _G(hotx), _G(mousey) - _G(hoty), _G(mouseCursor));
invalidate_sprite(_G(mousex) - _G(hotx), _G(mousey) - _G(hoty), _G(mouseCursor), false);
_G(gfxDriver)->EndSpriteBatch();
}
}
// Full screen tint fx, covers everything except for fade fx(?) and engine overlay
if ((_GP(play).screen_tint >= 1) && (_GP(play).screen_is_faded_out == 0))
_G(gfxDriver)->SetScreenTint(_GP(play).screen_tint & 0xff, (_GP(play).screen_tint >> 8) & 0xff, (_GP(play).screen_tint >> 16) & 0xff);
_G(gfxDriver)->EndSpriteBatch();
// For hardware-accelerated renderers: legacy letterbox and global screen fade effect
if (_G(drawstate).FullFrameRedraw) {
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetMainViewport(), SpriteTransform());
// Stage: legacy letterbox mode borders
if (_GP(play).screen_is_faded_out == 0)
render_black_borders();
// Stage: full screen fade fx
if (_GP(play).screen_is_faded_out != 0)
_G(gfxDriver)->SetScreenFade(_GP(play).fade_to_red, _GP(play).fade_to_green, _GP(play).fade_to_blue);
_G(gfxDriver)->EndSpriteBatch();
}
}
void construct_engine_overlay() {
const Rect &viewport = RectWH(_GP(game).GetGameRes());
_G(gfxDriver)->BeginSpriteBatch(viewport, SpriteTransform(), kFlip_None, nullptr, RENDER_BATCH_ENGINE_OVERLAY);
if (_G(display_fps) != kFPS_Hide)
draw_fps(viewport);
_G(gfxDriver)->EndSpriteBatch();
}
static void update_shakescreen() {
// TODO: unify blocking and non-blocking shake update
_GP(play).shake_screen_yoff = 0;
if (_GP(play).shakesc_length > 0) {
if ((_G(loopcounter) % _GP(play).shakesc_delay) < (_GP(play).shakesc_delay / 2))
_GP(play).shake_screen_yoff = _GP(play).shakesc_amount;
}
}
void debug_draw_room_mask(RoomAreaMask mask) {
_G(debugRoomMask) = mask;
if (mask == kRoomAreaNone)
return;
Bitmap *bmp;
switch (mask) {
case kRoomAreaHotspot: bmp = _GP(thisroom).HotspotMask.get(); break;
case kRoomAreaWalkBehind: bmp = _GP(thisroom).WalkBehindMask.get(); break;
case kRoomAreaWalkable: bmp = prepare_walkable_areas(-1); break;
case kRoomAreaRegion: bmp = _GP(thisroom).RegionMask.get(); break;
default: return;
}
// Software mode scaling
// note we don't use transparency in software mode - may be slow in hi-res games
if (_G(drawstate).SoftwareRender &&
(mask != kRoomAreaWalkBehind) &&
(bmp->GetSize() != Size(_GP(thisroom).Width, _GP(thisroom).Height))) {
recycle_bitmap(_GP(debugRoomMaskObj).Bmp,
bmp->GetColorDepth(), _GP(thisroom).Width, _GP(thisroom).Height);
_GP(debugRoomMaskObj).Bmp->StretchBlt(bmp, RectWH(0, 0, _GP(thisroom).Width, _GP(thisroom).Height));
bmp = _GP(debugRoomMaskObj).Bmp.get();
}
_GP(debugRoomMaskObj).Ddb = recycle_ddb_bitmap(_GP(debugRoomMaskObj).Ddb, bmp, false, true);
_GP(debugRoomMaskObj).Ddb->SetAlpha(150);
_GP(debugRoomMaskObj).Ddb->SetStretch(_GP(thisroom).Width, _GP(thisroom).Height);
}
void debug_draw_movelist(int charnum) {
_G(debugMoveListChar) = charnum;
}
void update_room_debug() {
if (_G(debugRoomMask) == kRoomAreaWalkable) {
Bitmap *bmp = prepare_walkable_areas(-1);
// Software mode scaling
if (_G(drawstate).SoftwareRender && (_GP(thisroom).MaskResolution > 1)) {
recycle_bitmap(_GP(debugRoomMaskObj).Bmp,
bmp->GetColorDepth(), _GP(thisroom).Width, _GP(thisroom).Height);
_GP(debugRoomMaskObj).Bmp->StretchBlt(bmp, RectWH(0, 0, _GP(thisroom).Width, _GP(thisroom).Height));
bmp = _GP(debugRoomMaskObj).Bmp.get();
}
_GP(debugRoomMaskObj).Ddb = recycle_ddb_bitmap(_GP(debugRoomMaskObj).Ddb, bmp, false, true);
_GP(debugRoomMaskObj).Ddb->SetAlpha(150);
_GP(debugRoomMaskObj).Ddb->SetStretch(_GP(thisroom).Width, _GP(thisroom).Height);
}
if (_G(debugMoveListChar) >= 0) {
const int mult = _G(drawstate).SoftwareRender ? 1 : _GP(thisroom).MaskResolution;
if (_G(drawstate).SoftwareRender)
recycle_bitmap(_GP(debugMoveListObj).Bmp, _GP(game).GetColorDepth(),
_GP(thisroom).Width, _GP(thisroom).Height, true);
else
recycle_bitmap(_GP(debugMoveListObj).Bmp, _GP(game).GetColorDepth(),
_GP(thisroom).WalkAreaMask->GetWidth(), _GP(thisroom).WalkAreaMask->GetHeight(), true);
if (_GP(game).chars[_G(debugMoveListChar)].walking > 0) {
int mlsnum = _GP(game).chars[_G(debugMoveListChar)].walking;
if (_GP(game).chars[_G(debugMoveListChar)].walking >= TURNING_AROUND)
mlsnum %= TURNING_AROUND;
const MoveList &cmls = _GP(mls)[mlsnum];
for (int i = 0; i < cmls.numstage - 1; i++) {
short srcx = cmls.pos[i].X;
short srcy = cmls.pos[i].Y;
short targetx = cmls.pos[i + 1].X;
short targety = cmls.pos[i + 1].Y;
_GP(debugMoveListObj).Bmp->DrawLine(Line(srcx / mult, srcy / mult, targetx / mult, targety / mult),
MakeColor(i + 1));
}
}
sync_object_texture(_GP(debugMoveListObj));
_GP(debugMoveListObj).Ddb->SetAlpha(150);
_GP(debugMoveListObj).Ddb->SetStretch(_GP(thisroom).Width, _GP(thisroom).Height);
}
}
// Draw everything
void render_graphics(IDriverDependantBitmap *extraBitmap, int extraX, int extraY) {
// Don't render if skipping cutscene
if (_GP(play).fast_forward)
return;
// Don't render if we've just entered new room and are before fade-in
// TODO: find out why this is not skipped for 8-bit games
if ((_G(in_new_room) > 0) & (_GP(game).color_depth > 1))
return;
// TODO: find out if it's okay to move shake to update function
update_shakescreen();
construct_game_scene(false);
set_our_eip(5);
// TODO: extraBitmap is a hack, used to place an additional gui element
// on top of the screen. Normally this should be a part of the game UI stage.
if (extraBitmap != nullptr) {
_G(gfxDriver)->BeginSpriteBatch(_GP(play).GetMainViewport(), _GP(play).GetGlobalTransform(_G(drawstate).FullFrameRedraw),
(GraphicFlip)_GP(play).screen_flipped);
invalidate_sprite(extraX, extraY, extraBitmap, false);
_G(gfxDriver)->DrawSprite(extraX, extraY, extraBitmap);
_G(gfxDriver)->EndSpriteBatch();
}
construct_game_screen_overlay(true);
render_to_screen();
if (!SHOULD_QUIT && !_GP(play).screen_is_faded_out) {
// always update the palette, regardless of whether the plugin
// vetos the screen update
if (_G(bg_just_changed)) {
setpal();
_G(bg_just_changed) = 0;
}
}
_G(drawstate).ScreenIsDirty = false;
}
} // namespace AGS3
|