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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/draw.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/global_screen.h"
#include "ags/engine/ac/screen.h"
#include "ags/engine/ac/dynobj/script_viewport.h"
#include "ags/engine/ac/dynobj/script_user_object.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/script/script_runtime.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/gfx/bitmap.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
void fadein_impl(PALETTE p, int speed) {
// reset this early to force whole game draw during fading in
_GP(play).screen_is_faded_out = 0;
if (_GP(game).color_depth > 1) {
set_palette(p);
if (_GP(play).no_hicolor_fadein) {
return;
}
}
_G(gfxDriver)->FadeIn(speed, p, _GP(play).fade_to_red, _GP(play).fade_to_green, _GP(play).fade_to_blue);
}
void current_fade_out_effect() {
debug_script_log("Transition-out in room %d", _G(displayed_room));
if (pl_run_plugin_hooks(AGSE_TRANSITIONOUT, 0))
return;
// get the screen transition type
int theTransition = _GP(play).fade_effect;
// was a temporary transition selected? if so, use it
if (_GP(play).next_screen_transition >= 0)
theTransition = _GP(play).next_screen_transition;
const bool instant_transition = (theTransition == FADE_INSTANT) ||
_GP(play).screen_tint > 0; // for some reason we do not play fade if screen is tinted
if (_GP(play).fast_forward) {
_GP(play).screen_is_faded_out |= (!instant_transition);
return;
}
if (instant_transition) {
if (!_GP(play).keep_screen_during_instant_transition)
set_palette_range(_G(black_palette), 0, 255, 0);
} else if (theTransition == FADE_NORMAL) {
fadeout_impl(5);
} else if (theTransition == FADE_BOXOUT) {
_G(gfxDriver)->BoxOutEffect(true, get_fixed_pixel_size(16), 1000 / GetGameSpeed(), RENDER_SHOT_SKIP_ON_FADE);
} else {
get_palette(_G(old_palette));
const Rect &viewport = _GP(play).GetMainViewport();
_G(saved_viewport_bitmap) = CopyScreenIntoBitmap(viewport.GetWidth(), viewport.GetHeight(), &viewport, false /* use current resolution */, RENDER_SHOT_SKIP_ON_FADE);
}
// NOTE: the screen could have been faded out prior to transition out
_GP(play).screen_is_faded_out |= (!instant_transition);
}
IDriverDependantBitmap *prepare_screen_for_transition_in(bool opaque) {
if (_G(saved_viewport_bitmap) == nullptr)
quit("Crossfade: buffer is null attempting transition");
const Rect &viewport = _GP(play).GetMainViewport();
if (_G(saved_viewport_bitmap)->GetHeight() < viewport.GetHeight()) {
Bitmap *enlargedBuffer = BitmapHelper::CreateBitmap(_G(saved_viewport_bitmap)->GetWidth(), viewport.GetHeight(), _G(saved_viewport_bitmap)->GetColorDepth());
enlargedBuffer->Blit(_G(saved_viewport_bitmap), 0, 0, 0, (viewport.GetHeight() - _G(saved_viewport_bitmap)->GetHeight()) / 2, _G(saved_viewport_bitmap)->GetWidth(), _G(saved_viewport_bitmap)->GetHeight());
delete _G(saved_viewport_bitmap);
_G(saved_viewport_bitmap) = enlargedBuffer;
} else if (_G(saved_viewport_bitmap)->GetHeight() > viewport.GetHeight()) {
Bitmap *clippedBuffer = BitmapHelper::CreateBitmap(_G(saved_viewport_bitmap)->GetWidth(), viewport.GetHeight(), _G(saved_viewport_bitmap)->GetColorDepth());
clippedBuffer->Blit(_G(saved_viewport_bitmap), 0, (_G(saved_viewport_bitmap)->GetHeight() - viewport.GetHeight()) / 2, 0, 0, _G(saved_viewport_bitmap)->GetWidth(), _G(saved_viewport_bitmap)->GetHeight());
delete _G(saved_viewport_bitmap);
_G(saved_viewport_bitmap) = clippedBuffer;
}
return _G(gfxDriver)->CreateDDBFromBitmap(_G(saved_viewport_bitmap), false, opaque);
}
//=============================================================================
//
// Screen script API.
//
//=============================================================================
int Screen_GetScreenWidth() {
return _GP(game).GetGameRes().Width;
}
int Screen_GetScreenHeight() {
return _GP(game).GetGameRes().Height;
}
bool Screen_GetAutoSizeViewport() {
return _GP(play).IsAutoRoomViewport();
}
void Screen_SetAutoSizeViewport(bool on) {
_GP(play).SetAutoRoomViewport(on);
}
ScriptViewport *Screen_GetViewport() {
return _GP(play).GetScriptViewport(0);
}
int Screen_GetViewportCount() {
return _GP(play).GetRoomViewportCount();
}
ScriptViewport *Screen_GetAnyViewport(int index) {
return _GP(play).GetScriptViewport(index);
}
ScriptUserObject *Screen_ScreenToRoomPoint(int scrx, int scry, bool restrict) {
data_to_game_coords(&scrx, &scry);
VpPoint vpt = _GP(play).ScreenToRoom(scrx, scry, restrict);
if (vpt.second < 0)
return nullptr;
game_to_data_coords(vpt.first.X, vpt.first.Y);
return ScriptStructHelpers::CreatePoint(vpt.first.X, vpt.first.Y);
}
ScriptUserObject *Screen_ScreenToRoomPoint2(int scrx, int scry) {
return Screen_ScreenToRoomPoint(scrx, scry, true);
}
ScriptUserObject *Screen_RoomToScreenPoint(int roomx, int roomy) {
data_to_game_coords(&roomx, &roomy);
Point pt = _GP(play).RoomToScreen(roomx, roomy);
game_to_data_coords(pt.X, pt.Y);
return ScriptStructHelpers::CreatePoint(pt.X, pt.Y);
}
RuntimeScriptValue Sc_Screen_GetScreenHeight(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_INT(Screen_GetScreenHeight);
}
RuntimeScriptValue Sc_Screen_GetScreenWidth(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_INT(Screen_GetScreenWidth);
}
RuntimeScriptValue Sc_Screen_GetAutoSizeViewport(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_BOOL(Screen_GetAutoSizeViewport);
}
RuntimeScriptValue Sc_Screen_SetAutoSizeViewport(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PBOOL(Screen_SetAutoSizeViewport);
}
RuntimeScriptValue Sc_Screen_GetViewport(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_OBJAUTO(ScriptViewport, Screen_GetViewport);
}
RuntimeScriptValue Sc_Screen_GetViewportCount(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_INT(Screen_GetViewportCount);
}
RuntimeScriptValue Sc_Screen_GetAnyViewport(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_OBJAUTO_PINT(ScriptViewport, Screen_GetAnyViewport);
}
RuntimeScriptValue Sc_Screen_ScreenToRoomPoint2(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_OBJAUTO_PINT2(ScriptUserObject, Screen_ScreenToRoomPoint2);
}
RuntimeScriptValue Sc_Screen_ScreenToRoomPoint(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_OBJAUTO_PINT2_PBOOL(ScriptUserObject, Screen_ScreenToRoomPoint);
}
RuntimeScriptValue Sc_Screen_RoomToScreenPoint(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_OBJAUTO_PINT2(ScriptUserObject, Screen_RoomToScreenPoint);
}
void RegisterScreenAPI() {
ScFnRegister screen_api[] = {
{"Screen::get_Height", API_FN_PAIR(Screen_GetScreenHeight)},
{"Screen::get_Width", API_FN_PAIR(Screen_GetScreenWidth)},
{"Screen::get_AutoSizeViewportOnRoomLoad", API_FN_PAIR(Screen_GetAutoSizeViewport)},
{"Screen::set_AutoSizeViewportOnRoomLoad", API_FN_PAIR(Screen_SetAutoSizeViewport)},
{"Screen::get_Viewport", API_FN_PAIR(Screen_GetViewport)},
{"Screen::get_ViewportCount", API_FN_PAIR(Screen_GetViewportCount)},
{"Screen::geti_Viewports", API_FN_PAIR(Screen_GetAnyViewport)},
{"Screen::ScreenToRoomPoint^2", API_FN_PAIR(Screen_ScreenToRoomPoint2)},
{"Screen::ScreenToRoomPoint^3", API_FN_PAIR(Screen_ScreenToRoomPoint)},
{"Screen::RoomToScreenPoint", API_FN_PAIR(Screen_RoomToScreenPoint)},
};
ccAddExternalFunctions361(screen_api);
}
} // namespace AGS3
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