/* 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 . * */ #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