182 lines
5.6 KiB
C++
182 lines
5.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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//=============================================================================
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// Author: Arvind
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// Purpose: Contains the image manager class - used to manage in-game images
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//=============================================================================
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#include "crab/crab.h"
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#include "crab/GameParam.h"
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#include "crab/ScreenSettings.h"
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#include "crab/XMLDoc.h"
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#include "crab/image/ImageManager.h"
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#include "crab/input/cursor.h"
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namespace Crab {
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using namespace pyrodactyl::image;
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//------------------------------------------------------------------------
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// Purpose: Load assets here.
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//------------------------------------------------------------------------
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void ImageManager::loadMap(const Common::Path &filename, const MapID &mapid) {
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for (auto &it : _map[mapid])
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it._value.deleteImage();
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_map[mapid].clear();
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XMLDoc imageList(filename);
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if (imageList.ready()) {
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rapidxml::xml_node<char> *node = imageList.doc()->first_node("res");
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for (auto n = node->first_node("image"); n != nullptr; n = n->next_sibling("image")) {
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ImageKey key;
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if (loadImgKey(key, "name", n)) {
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// Load different images depending on image quality setting
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// Check if there is a low quality image specified for the asset id
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// if yes, load it - if no, just load the higher quality one
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bool valid = false;
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Common::Path path;
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if (!g_engine->_screenSettings->_quality)
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valid = loadPath(path, "path_low", n, false);
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if (!valid)
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valid = loadPath(path, "path", n, false);
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if (valid)
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_map[mapid][key].load(path);
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else
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error("ImageManager::loadMap : Unable to load image id %u from %s!", key, path.toString(Common::Path::kNativeSeparator).c_str());
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}
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}
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if (nodeValid("mouse", node, false)) {
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using namespace pyrodactyl::input;
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g_engine->_mouse->quit();
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g_engine->_mouse->load(node->first_node("mouse"));
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}
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}
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}
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bool ImageManager::init() {
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// First, delete everything that exists
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quit();
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// Load common assets
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loadMap(g_engine->_filePath->_common, MAP_COMMON);
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// Load main menu assets
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loadMap(g_engine->_filePath->_currentR, MAP_CURRENT);
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_invalidImg = _map[MAP_COMMON][0];
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return true;
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}
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//------------------------------------------------------------------------
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// Purpose: Get texture for a particular id
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//------------------------------------------------------------------------
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void ImageManager::getTexture(const ImageKey &id, Image &data) {
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if (_map[MAP_CURRENT].contains(id))
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data = _map[MAP_CURRENT][id];
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else if (_map[MAP_COMMON].contains(id))
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data = _map[MAP_COMMON][id];
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else
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data = _invalidImg;
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}
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Image &ImageManager::getTexture(const ImageKey &id) {
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if (_map[MAP_CURRENT].contains(id))
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return _map[MAP_CURRENT][id];
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else if (_map[MAP_COMMON].contains(id))
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return _map[MAP_COMMON][id];
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return _invalidImg;
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}
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bool ImageManager::validTexture(const ImageKey &id) {
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if (id != 0 && (_map[MAP_CURRENT].contains(id) || _map[MAP_COMMON].contains(id)))
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return true;
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Draw
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//------------------------------------------------------------------------
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void ImageManager::draw(const int &x, const int &y, const ImageKey &id, Common::Rect *clip,
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const TextureFlipType &flip) {
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getTexture(id).draw(x, y, clip, flip);
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}
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//------------------------------------------------------------------------
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// Purpose: Draw
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//------------------------------------------------------------------------
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void ImageManager::draw(const int &x, const int &y, const ImageKey &id, Rect *clip,
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const TextureFlipType &flip) {
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getTexture(id).draw(x, y, clip, flip);
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}
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//------------------------------------------------------------------------
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// Purpose: Dim the screen by drawing a 128 alpha black rectangle over it
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//------------------------------------------------------------------------
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void ImageManager::dimScreen() {
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warning("STUB: ImageManger::DimScreen()");
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#if 0
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SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 128);
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SDL_RenderFillRect(gRenderer, NULL);
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#endif
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}
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void ImageManager::blackScreen() {
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warning("STUB: ImageManger::blackScreen()");
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#if 0
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SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 255);
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SDL_RenderFillRect(gRenderer, NULL);
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#endif
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}
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//------------------------------------------------------------------------
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// Purpose: free resources
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//------------------------------------------------------------------------
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void ImageManager::quit() {
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for (int i = 0; i < MAP_TOTAL; i++) {
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for (auto &it : _map[i])
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it._value.deleteImage();
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_map[i].clear();
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}
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}
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} // End of namespace Crab
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