File: FrameBitmap.cpp

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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/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#include "hpl1/engine/resources/FrameBitmap.h"
#include "hpl1/engine/graphics/Texture.h"
#include "hpl1/engine/graphics/bitmap2D.h"
#include "hpl1/engine/math/Math.h"
#include "hpl1/engine/resources/FrameTexture.h"
#include "hpl1/engine/resources/ResourceImage.h"
#include "hpl1/engine/system/low_level_system.h"

namespace hpl {

//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////

//-----------------------------------------------------------------------

cFrameBitmap::cFrameBitmap(Bitmap2D *apBitmap, cFrameTexture *apFrmTex, int alHandle) : iFrameBase() {
	mpBitmap = apBitmap;
	mpFrameTexture = apFrmTex;
	mpBitmap->fillRect(cRect2l(0, 0, 0, 0), cColor(1, 1));
	mlMinHole = 6;
	mlHandle = alHandle;
	mbIsFull = false;
	mbIsLocked = false;

	// Root node in rect tree
	mRects.Insert(cFBitmapRect(0, 0, mpBitmap->getWidth(), mpBitmap->getHeight(), -1));
}

cFrameBitmap::~cFrameBitmap() {
	hplDelete(mpBitmap);
	mpBitmap = NULL;
}

//-----------------------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////

//-----------------------------------------------------------------------

#define DEBUG_BTREE (false)

cResourceImage *cFrameBitmap::AddBitmap(Bitmap2D *apSrc) {
	cResourceImage *pImage = NULL;
	// source size
	//+2 because we are gonna have a border to get rid if some antialiasing problems
	int lSW = apSrc->getWidth() + 2;
	int lSH = apSrc->getHeight() + 2;

	// destination size
	// int lDW = mpBitmap->getWidth();
	// int lDH = mpBitmap->getHeight();

	cVector2l vPos;

	bool bFoundEmptyNode = false;
	bool bFoundNode = false;
	// Debug
	int node = 0;

	if (DEBUG_BTREE)
		Log("**** Image %d *****\n", mlPicCount);

	// Get the leaves of the tree and search it for a good pos.
	tRectTreeNodeList lstNodes = mRects.GetLeafList();
	tRectTreeNodeListIt it;
	for (it = lstNodes.begin(); it != lstNodes.end(); ++it) {
		if (DEBUG_BTREE)
			Log("Checking node %d:\n", node++);
		tRectTreeNode *TopNode = *it;
		cFBitmapRect *pData = TopNode->GetData();

		// Check if the space is free
		if (pData->mlHandle < 0) {
			if (DEBUG_BTREE)
				Log("Found free node\n");
			bFoundEmptyNode = true; // An empty node was found.. bitmap not full yet.

			// Check if the Image fits in the rect
			cRect2l NewRect = cRect2l(pData->mRect.x, pData->mRect.y, lSW, lSH);
			if (DEBUG_BTREE)
				Log("Fit: [%d:%d:%d:%d] in [%d:%d:%d:%d]\n",
					NewRect.x, NewRect.y, NewRect.w, NewRect.h,
					pData->mRect.x, pData->mRect.y, pData->mRect.w, pData->mRect.h);

			if (cMath::BoxFit(NewRect, pData->mRect)) {
				if (DEBUG_BTREE)
					Log("The node fits!\n");
				bFoundNode = true;

				// If the bitmap fits perfectly add the node without splitting
				if (MinimumFit(NewRect, pData->mRect)) {
					if (DEBUG_BTREE)
						Log("Minimum fit!\n");
					pData->mRect = NewRect;
					pData->mlHandle = 1;
				}
				// If there is still space left, make new nodes.
				else {
					if (DEBUG_BTREE)
						Log("Normal fit!\n");
					// Insert 2 children for the top node (lower and upper part.
					tRectTreeNode *UpperNode;
					// Upper
					UpperNode = mRects.InsertAt(cFBitmapRect(NewRect.x, NewRect.y,
															 pData->mRect.w, NewRect.h, -2),
												TopNode,
												eBinTreeNode_Left);

					// Lower
					mRects.InsertAt(cFBitmapRect(NewRect.x, NewRect.y + NewRect.h,
												 pData->mRect.w, pData->mRect.h - NewRect.h, -3),
									TopNode,
									eBinTreeNode_Right);

					// Split the Upper Node into 2 nodes.
					pData = UpperNode->GetData(); // Get the data for the upper node.
					// Upper split, this is the new bitmap
					mRects.InsertAt(cFBitmapRect(NewRect.x, NewRect.y,
												 NewRect.w, NewRect.h, 2),
									UpperNode,
									eBinTreeNode_Left);

					// Lower split, this is empty
					mRects.InsertAt(cFBitmapRect(NewRect.x + NewRect.w, NewRect.y,
												 pData->mRect.w - NewRect.w, NewRect.h, -4),
									UpperNode,
									eBinTreeNode_Right);
				}

				vPos = cVector2l(NewRect.x + 1, NewRect.y + 1); //+1 for the right pos

				// Draw 4 times so we get a nice extra border
				for (int i = 0; i < 2; i++)
					for (int j = 0; j < 2; j++) {
						apSrc->drawToBitmap(*mpBitmap, cVector2l(NewRect.x + i * 2, NewRect.y + j * 2));
					}
				// Fix the border a little more:
				for (int i = -1; i < 2; i++)
					for (int j = -1; j < 2; j++)
						if ((i == 0 || j == 0) && (i != j)) {
							apSrc->drawToBitmap(*mpBitmap, cVector2l(NewRect.x + 1 + i, NewRect.y + 1 + j));
						}
				// Draw the final
				apSrc->drawToBitmap(*mpBitmap, cVector2l(NewRect.x + 1, NewRect.y + 1));

				mlPicCount++;
				mpFrameTexture->SetPicCount(mlPicCount);
				break;
			}
		}
	}

	if (bFoundNode) {
		// Create the image resource
		pImage = hplNew(cResourceImage, (apSrc->getFileName(), mpFrameTexture, this,
										 cRect2l(vPos, cVector2l(lSW - 2, lSH - 2)), //-2 to get the correct size.
										 cVector2l(mpBitmap->getWidth(), mpBitmap->getHeight()),
										 mlHandle));

		if (!bFoundEmptyNode) {
			mbIsFull = true;
		}

		mbIsUpdated = true;
	}

	/// LAST DEBUG ///
	if (DEBUG_BTREE) {
		Log("Current Tree begin:\n");
		tRectTreeNodeList lstNodes2 = mRects.GetNodeList();
		tRectTreeNodeListIt it2;
		int node2 = 0;
		for (it2 = lstNodes2.begin(); it2 != lstNodes2.end(); ++it) {
			cRect2l Rect = (*it2)->GetData()->mRect;
			int h = (*it)->GetData()->mlHandle;
			Log(" %d: [%d:%d:%d:%d]:%d\n", node2, Rect.x, Rect.y, Rect.w, Rect.h, h);
			node2++;
		}
		Log("Current Tree end:\n");
		Log("-----------------\n");

		Log("Current Leaves begin:\n");
		lstNodes2 = mRects.GetLeafList();
		node2 = 0;
		for (it2 = lstNodes2.begin(); it2 != lstNodes2.end(); ++it) {
			cRect2l Rect = (*it2)->GetData()->mRect;
			int h = (*it2)->GetData()->mlHandle;
			Log(" %d: [%d:%d:%d:%d]: %d\n", node2, Rect.x, Rect.y, Rect.w, Rect.h, h);
			node2++;
		}
		Log("Current Tree end:\n");
		Log("-----------------\n");
	}

	return pImage;
}

//-----------------------------------------------------------------------

bool cFrameBitmap::MinimumFit(cRect2l aSrc, cRect2l aDest) {
	if (aDest.w - aSrc.w < mlMinHole && aDest.h - aSrc.h < mlMinHole)
		return true;

	return false;
}

//-----------------------------------------------------------------------

bool cFrameBitmap::IsUpdated() {
	return mbIsUpdated;
}

//-----------------------------------------------------------------------

bool cFrameBitmap::IsFull() {
	return mbIsFull;
}

//-----------------------------------------------------------------------

bool cFrameBitmap::FlushToTexture() {
	if (mbIsUpdated) {
		mpFrameTexture->GetTexture()->CreateFromBitmap(mpBitmap);
		mpFrameTexture->GetTexture()->SetWrapS(eTextureWrap_ClampToEdge);
		mpFrameTexture->GetTexture()->SetWrapT(eTextureWrap_ClampToEdge);

		// mpFrameTexture->SetPicCount(mlPicCount);
		mbIsUpdated = false;
		return true;
	} else {
		return false;
	}
}

//-----------------------------------------------------------------------
} // namespace hpl