/* 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/sprite.h" #include "ags/engine/ac/system.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" namespace AGS3 { using namespace AGS::Shared; using namespace AGS::Engine; Size get_new_size_for_sprite(const Size &size, const uint32_t sprite_flags) { if (!_GP(game).AllowRelativeRes() || ((sprite_flags & SPF_VAR_RESOLUTION) == 0)) return size; Size newsz = size; ctx_data_to_game_size(newsz.Width, newsz.Height, ((sprite_flags & SPF_HIRES) != 0)); return newsz; } // from is a 32-bit RGBA image, to is a 15/16/24-bit destination image Bitmap *remove_alpha_channel(Bitmap *from) { const int game_cd = _GP(game).GetColorDepth(); Bitmap *to = BitmapHelper::CreateBitmap(from->GetWidth(), from->GetHeight(), game_cd); const int maskcol = to->GetMaskColor(); int y, x; unsigned int c, b, g, r; if (game_cd == 24) { // 32-to-24 for (y = 0; y < from->GetHeight(); y++) { unsigned int *psrc = (unsigned int *)from->GetScanLine(y); unsigned char *pdest = (unsigned char *)to->GetScanLine(y); for (x = 0; x < from->GetWidth(); x++) { c = psrc[x]; // less than 50% opaque, remove the pixel if (((c >> 24) & 0x00ff) < 128) c = maskcol; // copy the RGB values across memcpy(&pdest[x * 3], &c, 3); } } } else if (game_cd > 8) { // 32 to 15 or 16 for (y = 0; y < from->GetHeight(); y++) { unsigned int *psrc = (unsigned int *)from->GetScanLine(y); unsigned short *pdest = (unsigned short *)to->GetScanLine(y); for (x = 0; x < from->GetWidth(); x++) { c = psrc[x]; // less than 50% opaque, remove the pixel if (((c >> 24) & 0x00ff) < 128) pdest[x] = maskcol; else { // otherwise, copy it across r = (c >> 16) & 0x00ff; g = (c >> 8) & 0x00ff; b = c & 0x00ff; pdest[x] = makecol_depth(game_cd, r, g, b); } } } } else { // 32 to 8-bit game // TODO: consider similar to above approach if this becomes a wanted feature to->Blit(from); } return to; } Bitmap *initialize_sprite(sprkey_t index, Bitmap *image, uint32_t &sprite_flags) { int oldeip = get_our_eip(); set_our_eip(4300); if (sprite_flags & SPF_HADALPHACHANNEL) { // we stripped the alpha channel out last time, put // it back so that we can remove it properly again // CHECKME: find out what does this mean, and explain properly sprite_flags |= SPF_ALPHACHANNEL; } // stretch sprites to correct resolution Size newsz = get_new_size_for_sprite(image->GetSize(), sprite_flags); _G(eip_guinum) = index; _G(eip_guiobj) = newsz.Width; Bitmap *use_bmp = image; if (newsz != image->GetSize()) { use_bmp = new Bitmap(newsz.Width, newsz.Height, image->GetColorDepth()); use_bmp->StretchBlt(image, RectWH(0, 0, use_bmp->GetWidth(), use_bmp->GetHeight())); delete image; } use_bmp = PrepareSpriteForUse(use_bmp, (sprite_flags & SPF_ALPHACHANNEL) != 0); if (_GP(game).GetColorDepth() < 32) { sprite_flags &= ~SPF_ALPHACHANNEL; // save the fact that it had one for the next time this is re-loaded from disk // CHECKME: find out what does this mean, and explain properly sprite_flags |= SPF_HADALPHACHANNEL; } set_our_eip(oldeip); return use_bmp; } void post_init_sprite(sprkey_t index) { pl_run_plugin_hooks(AGSE_SPRITELOAD, index); } } // namespace AGS3