/* 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 .
*
*/
#ifndef ZVISION_RENDER_MANAGER_H
#define ZVISION_RENDER_MANAGER_H
#include "common/hashmap.h"
#include "common/rect.h"
#include "graphics/framelimiter.h"
#include "graphics/managed_surface.h"
#include "graphics/screen.h"
#include "graphics/surface.h"
#include "zvision/graphics/graphics_effect.h"
#include "zvision/graphics/render_table.h"
#include "zvision/text/truetype_font.h"
class OSystem;
namespace Common {
class String;
class SeekableReadStream;
}
namespace Video {
class VideoDecoder;
}
namespace ZVision {
class RenderManager {
public:
RenderManager(ZVision *engine, const ScreenLayout layout, const Graphics::PixelFormat pixelFormat, bool doubleFPS, bool widescreen = false);
~RenderManager();
typedef Common::List EffectsList;
private:
ZVision *_engine;
OSystem *_system;
const Graphics::PixelFormat _pixelFormat;
const ScreenLayout _layout;
bool _hiRes = false;
Graphics::FrameLimiter _frameLimiter;
/**
* A Rectangle representing the screen/window resolution.
*/
Common::Rect _screenArea;
Common::Rect _HDscreenArea = Common::Rect(800, 600);
Common::Rect _HDscreenAreaWide = Common::Rect(720, 377);
Common::Point _textOffset; //Position vector of text area origin relative to working window origin
/**
* A Rectangle placed inside _screenArea All in-game coordinates
* are given in this coordinate space. Also, all images are clipped to the
* edges of this Rectangle
*/
Common::Rect _workingArea;
Common::Point _workingAreaCenter; //Center of the working area in working area coordinates
/**
Managed surface representing physical screen; dirty rectangles will be handled automatically by this from now on
*/
Graphics::Screen _screen;
/** A buffer for background image that's being used to create the background */
Graphics::Surface _currentBackgroundImage;
Common::Rect _backgroundDirtyRect;
/**
* The x1 or y1 offset of the subRectangle of the background that is currently displayed on the screen
* It will be x1 if PANORAMA, or y1 if TILT
*/
int16 _backgroundOffset;
/** The width of the current background image */
uint16 _backgroundWidth;
/** The height of the current background image */
uint16 _backgroundHeight;
// A buffer that holds the portion of the background that is used to render the final image
// If it's a normal scene, the pixels will be blitted directly to the screen
// If it's a panorma / tilt scene, the pixels will be first warped to _warpedSceneSurface
Graphics::Surface _backgroundSurface;
Graphics::ManagedSurface _workingManagedSurface;
Common::Rect _backgroundSurfaceDirtyRect;
//TODO: Migrate this functionality to SubtitleManager to improve encapsulation
//*
// Buffer for drawing subtitles & other messages
Graphics::Surface _textSurface;
Graphics::ManagedSurface _textManagedSurface;
Common::Rect _textSurfaceDirtyRect;
//*/
// Rectangle for subtitles & other messages
Common::Rect _textArea; //NB Screen coordinates
Common::Rect _textLetterbox; //Section of text area outside working window, to be filled with black when blanked
Common::Rect _textOverlay; //Section of text area to be filled with colorkey when blanked (may potentially intersect text letterbox area if screen/window is wider than working area!)
// Buffer for drawing menu
Graphics::Surface _menuSurface;
Graphics::ManagedSurface _menuManagedSurface;
Common::Rect _menuSurfaceDirtyRect; //subrectangle of menu area outside working area
// Rectangle for menu area
Common::Rect _menuArea; //Screen coordinates
Common::Rect _menuLetterbox; //Section of menu area to be filled with black when blanked
Common::Rect _menuOverlay; //Section of menu area to be filled with colorkey when blanked (may potentially intersect menu letterbox area if screen/window is wider than working area!)
//Buffer for streamed video playback
//*
Graphics::ManagedSurface _vidManagedSurface;
/*/
Graphics::Surface _vidSurface;
//*/
//Area of streamed video playback
Common::Rect _vidArea;
// A buffer used for apply graphics effects
Graphics::Surface _effectSurface;
// A buffer to store the result of the panorama / tilt warps
Graphics::Surface _warpedSceneSurface;
/** Used to warp the background image */
RenderTable _renderTable;
// Visual effects list
EffectsList _effects;
//Pointer to currently active backbuffer output surface
Graphics::Surface *_outputSurface;
bool _doubleFPS;
bool _widescreen;
public:
void initialize(bool hiRes = false);
/**
* Renders the scene to the screen
* Returns true if screen was updated
* If streamMode is set true, all background processing is skipped and the previous framebuffer is used
*/
bool renderSceneToScreen(bool immediate = false, bool overlayOnly = false, bool preStream = false);
Graphics::ManagedSurface &getVidSurface(Common::Rect dstRect); //dstRect is defined relative to working area origin
const Common::Rect &getMenuArea() const {
return _menuArea;
}
const Common::Rect &getWorkingArea() const {
return _workingArea;
}
/**
* Blits the image or a portion of the image to the background.
*
* @param fileName Name of the image file
* @param destinationX X position where the image should be put. Coords are in working window space, not screen space!
* @param destinationY Y position where the image should be put. Coords are in working window space, not screen space!
*/
void renderImageToBackground(const Common::Path &fileName, int16 destinationX, int16 destinationY);
/**
* Blits the image or a portion of the image to the background.
*
* @param fileName Name of the image file
* @param destX X position where the image should be put. Coords are in working window space, not screen space!
* @param destY Y position where the image should be put. Coords are in working window space, not screen space!
* @param colorkey Transparent color
*/
void renderImageToBackground(const Common::Path &fileName, int16 destX, int16 destY, uint32 colorkey);
/**
* Blits the image or a portion of the image to the background.
*
* @param fileName Name of the image file
* @param destX X position where the image should be put. Coords are in working window space, not screen space!
* @param destY Y position where the image should be put. Coords are in working window space, not screen space!
* @param keyX X position of transparent color
* @param keyY Y position of transparent color
*/
void renderImageToBackground(const Common::Path &fileName, int16 destX, int16 destY, int16 keyX, int16 keyY);
/**
* Sets the current background image to be used by the RenderManager and immediately
* blits it to the screen. (It won't show up until the end of the frame)
*
* @param fileName The name of the image file
*/
void setBackgroundImage(const Common::Path &fileName);
/**
* Set the background position (_backgroundOffset). If the current RenderState is PANORAMA, the offset
* will be in the horizontal direction. If the current RenderState is TILT, the offset will be in the
* vertical direction.
*
* This method will not render anything on the screen. So if nothing else is called that renders the
* background, the change won't be seen until next frame.
*
* @param offset The amount to offset the background
*/
void setBackgroundPosition(int offset);
/**
* Converts a point in screen coordinate space to image coordinate space
*
* @param point Point in screen coordinate space
* @return Point in image coordinate space
*/
const Common::Point screenSpaceToImageSpace(const Common::Point &point);
// Return pointer of RenderTable object
RenderTable *getRenderTable();
// Return current background offset
uint32 getCurrentBackgroundOffset();
/**
* Creates a copy of surface and transposes the data.
*
* Note: The user is responsible for calling free() on the returned surface
* and then deleting it
*
* @param surface The data to be transposed
* @return A copy of the surface with the data transposed
*/
static Graphics::Surface *tranposeSurface(const Graphics::Surface *surface);
// Scale buffer (nearest)
void scaleBuffer(const void *src, void *dst, uint32 srcWidth, uint32 srcHeight, byte bytesPerPixel, uint32 dstWidth, uint32 dstHeight);
/**
* Blit from one surface to another surface
*
* @param src Source surface
* @param srcRect Rectangle defining area of source surface to blit; if this rectangle is empty or not supplied, entire source surface is blitted
* @param dst Destination surface
* @param x Destination surface x coordinate
* @param y Destination surface y coordinate
*/
void blitSurfaceToSurface(const Graphics::Surface &src, Common::Rect srcRect, Graphics::Surface &dst, int _x, int _y);
void blitSurfaceToSurface(const Graphics::Surface &src, Common::Rect srcRect, Graphics::Surface &dst, int _x, int _y, uint32 colorkey);
void blitSurfaceToSurface(const Graphics::Surface &src, Graphics::Surface &dst, int _x, int _y) {blitSurfaceToSurface(src, Common::Rect(src.w, src.h), dst, _x, _y);}
void blitSurfaceToSurface(const Graphics::Surface &src, Graphics::Surface &dst, int _x, int _y, uint32 colorkey) {blitSurfaceToSurface(src, Common::Rect(src.w, src.h), dst, _x, _y, colorkey);}
// Blitting surface-to-background methods
void blitSurfaceToBkg(const Graphics::Surface &src, int x, int y, int32 colorkey = -1);
// Blitting surface-to-background methods with scale
void blitSurfaceToBkgScaled(const Graphics::Surface &src, const Common::Rect &dstRect, int32 colorkey = -1);
/**
* Blit from source surface to menu area
*
* @param src Source surface
* @param x x coordinate relative to menu area origin
* @param y y coordinate relative to menu area origin
*/
void blitSurfaceToMenu(const Graphics::Surface &src, int16 x, int16 y, int32 colorkey = 0);
/**
* Blit from source surface to text area
*
* @param src Source surface
* @param x x coordinate relative to text area origin
* @param y y coordinate relative to text area origin
*/
void blitSurfaceToText(const Graphics::Surface &src, int16 x, int16 y, int32 colorkey = 0);
// Return background size
Common::Point getBkgSize();
// Return portion of background as new surface
Graphics::Surface *getBkgRect(Common::Rect &rect);
// Load image into new surface
Graphics::Surface *loadImage(const Common::Path &file);
Graphics::Surface *loadImage(const Common::Path &file, bool transposed);
// Clear whole/area of menu backbuffer
void clearMenuSurface(bool force = false, int32 colorkey = -1);
// Clear whole/area of subtitle backbuffer
void clearTextSurface(bool force = false, int32 colorkey = -1);
// Copy needed portion of background surface to workingArea surface
void prepareBackground();
/**
* Reads an image file pixel data into a Surface buffer. Also, if the image
* is transposed, it will un-transpose the pixel data. The function will
* call destination::create() if the dimensions of destination do not match
* up with the dimensions of the image.
*
* @param fileName The name of a .tga file
* @param destination A reference to the Surface to store the pixel data in
*/
void readImageToSurface(const Common::Path &fileName, Graphics::Surface &destination);
/**
* Reads an image file pixel data into a Surface buffer. Also, if the image
* is transposed, it will un-transpose the pixel data. The function will
* call destination::create() if the dimensions of destination do not match
* up with the dimensions of the image.
*
* @param fileName The name of a .tga file
* @param destination A reference to the Surface to store the pixel data in
* @param transposed Transpose flag
*/
void readImageToSurface(const Common::Path &fileName, Graphics::Surface &destination, bool transposed);
// Add visual effect to effects list
void addEffect(GraphicsEffect *_effect);
// Delete effect(s) by ID (ID equal to slot of action:region that create this effect)
void deleteEffect(uint32 ID);
// Create "mask" for effects - (color +/- depth) will be selected as not transparent. Like color selection
// xy - base color
// depth - +/- of base color
// rect - rectangle where select pixels
// minD - if not NULL will receive real bottom border of depth
// maxD - if not NULL will receive real top border of depth
EffectMap *makeEffectMap(const Common::Point &xy, int16 depth, const Common::Rect &rect, int8 *minD, int8 *maxD);
// Create "mask" for effects by simple transparent color
EffectMap *makeEffectMap(const Graphics::Surface &surf, uint16 transp);
// Return background rectangle in screen coordinates
Common::Rect transformBackgroundSpaceRectToScreenSpace(const Common::Rect &src);
// Mark whole background surface as dirty
void markDirty();
/*
// Fill background surface by color
void bkgFill(uint8 r, uint8 g, uint8 b);
*/
void checkBorders();
void rotateTo(int16 to, int16 time);
void updateRotation();
void upscaleRect(Common::Rect &rect);
};
} // End of namespace ZVision
#endif