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scummvm-cursorfix/engines/sword25/gfx/graphicengine.h
2026-02-02 04:50:13 +01:00

310 lines
8.9 KiB
C++

/* 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/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
/*
* GraphicEngine
* ----------------
* This the graphics engine interface.
*
* Autor: Malte Thiesen
*/
#ifndef SWORD25_GRAPHICENGINE_H
#define SWORD25_GRAPHICENGINE_H
// Includes
#include "common/array.h"
#include "common/rect.h"
#include "common/ptr.h"
#include "common/str.h"
#include "graphics/managed_surface.h"
#include "sword25/kernel/common.h"
#include "sword25/kernel/resservice.h"
#include "sword25/kernel/persistable.h"
#include "sword25/gfx/renderobjectptr.h"
#include "sword25/math/vertex.h"
namespace Sword25 {
class Kernel;
class Image;
class Panel;
class Screenshot;
class RenderObjectManager;
#define BS_ASHIFT 24
#define BS_RSHIFT 16
#define BS_GSHIFT 8
#define BS_BSHIFT 0
#define BS_AMASK 0xFF000000
#define BS_RMASK 0x00FF0000
#define BS_GMASK 0x0000FF00
#define BS_BMASK 0x000000FF
#define BS_RGBMASK (BS_RMASK | BS_GMASK | BS_BMASK)
#define BS_ARGBMASK (BS_AMASK | BS_RMASK | BS_GMASK | BS_BMASK)
#define BS_RGB(R,G,B) (BS_AMASK | ((R) << BS_RSHIFT) | ((G) << BS_GSHIFT) | ((B) << BS_BSHIFT))
#define BS_ARGB(A,R,G,B) (((A) << BS_ASHIFT) | ((R) << BS_RSHIFT) | ((G) << BS_GSHIFT) | ((B) << BS_BSHIFT))
/**
* This is the graphics engine. Unlike the original code, this is not
* an interface that needs to be subclassed, but rather already contains
* all required functionality.
*/
class GraphicEngine : public ResourceService, public Persistable {
public:
// Constructor
// -----------
GraphicEngine(Kernel *pKernel);
~GraphicEngine() override;
// Interface
// ---------
/**
* Initializes the graphics engine and sets the screen mode. Returns
* true if initialisation failed.
* @note This method should be called immediately after the
* initialisation of all services.
*
* @param Height The height of the output buffer in pixels. The default value is 600
* @param BitDepth The bit depth of the desired output buffer in bits. The default value is 16
* @param BackbufferCount The number of back buffers to be created. The default value is 2
*/
bool init(int width = 800, int height = 600, int bitDepth = 16, int backbufferCount = 2);
/**
* Begins rendering a new frame.
* Notes: This method must be called at the beginning of the main loop, before any rendering methods are used.
* Notes: Implementations of this method must call _UpdateLastFrameDuration()
* @param UpdateAll Specifies whether the renderer should redraw everything on the next frame.
* This feature can be useful if the renderer with Dirty Rectangles works, but sometimes the client may
*/
bool startFrame(bool updateAll = false);
/**
* Ends the rendering of a frame and draws it on the screen.
*
* This method must be at the end of the main loop. After this call, no further Render method may be called.
* This should only be called once for a given previous call to #StartFrame.
*/
bool endFrame();
// Debug methods
/**
* Draws a line in the frame buffer
*
* This method must be called between calls to StartFrame() and EndFrame(), and is intended only for debugging
* purposes. The line will only appear for a single frame. If the line is to be shown permanently, it must be
* called for every frame.
* @param Start The starting point of the line
* @param End The ending point of the line
* @param Color The color of the line. The default is BS_RGB (255,255,255) (White)
*/
void drawDebugLine(const Vertex &start, const Vertex &end, uint color = BS_RGB(255, 255, 255));
/**
* Creates a thumbnail with the dimensions of 200x125. This will not include the top and bottom of the screen..
* the interface boards the image as a 16th of it's original size.
* Notes: This method should only be called after a call to EndFrame(), and before the next call to StartFrame().
* The frame buffer must have a resolution of 800x600.
* @param Filename The filename for the screenshot
*/
bool saveThumbnailScreenshot(const Common::String &filename);
RenderObjectPtr<Panel> getMainPanel();
/**
* Specifies the time (in microseconds) since the last frame has passed
*/
int getLastFrameDurationMicro() const {
if (!_timerActive)
return 0;
return _lastFrameDuration;
}
/**
* Specifies the time (in microseconds) the previous frame took
*/
float getLastFrameDuration() const {
if (!_timerActive)
return 0;
return static_cast<float>(_lastFrameDuration) / 1000000.0f;
}
void stopMainTimer() {
_timerActive = false;
}
void resumeMainTimer() {
_timerActive = true;
}
float getSecondaryFrameDuration() const {
return static_cast<float>(_lastFrameDuration) / 1000000.0f;
}
// Accessor methods
/**
* Returns the width of the output buffer in pixels
*/
int getDisplayWidth() const {
return _width;
}
/**
* Returns the height of the output buffer in pixels
*/
int getDisplayHeight() const {
return _height;
}
/**
* Returns the bounding box of the output buffer: (0, 0, Width, Height)
*/
Common::Rect &getDisplayRect() {
return _screenRect;
}
/**
* Returns the bit depth of the output buffer
*/
int getBitDepth() {
return _bitDepth;
}
/**
* Determines whether the frame buffer change is to be synchronised with Vsync. This is turned on by default.
* Notes: In windowed mode, this setting has no effect.
* @param Vsync Indicates whether the frame buffer changes are to be synchronised with Vsync.
*/
void setVsync(bool vsync);
/**
* Returns true if V-Sync is on.
* Notes: In windowed mode, this setting has no effect.
*/
bool getVsync() const;
/**
* Returns true if the engine is running in Windowed mode.
*/
bool isWindowed() {
return false;
}
/**
* Fills a rectangular area of the frame buffer with a color.
* Notes: It is possible to create transparent rectangles by passing a color with an Alpha value of 255.
* @param FillRectPtr Pointer to a Common::Rect, which specifies the section of the frame buffer to be filled.
* If the rectangle falls partly off-screen, then it is automatically trimmed.
* If a NULL value is passed, then the entire image is to be filled.
* @param Color The 32-bit color with which the area is to be filled. The default is BS_RGB(0, 0, 0) (black)
* @note FIf the rectangle is not completely inside the screen, it is automatically clipped.
*/
bool fill(const Common::Rect *fillRectPtr = 0, uint color = BS_RGB(0, 0, 0));
Graphics::ManagedSurface _backSurface;
Graphics::ManagedSurface *getSurface() { return &_backSurface; }
Common::SeekableReadStream *_thumbnail;
Common::SeekableReadStream *getThumbnail() { return _thumbnail; }
// Access methods
// Resource-Managing Methods
// --------------------------
Resource *loadResource(const Common::String &fileName) override;
bool canLoadResource(const Common::String &fileName) override;
// Persistence Methods
// -------------------
bool persist(OutputPersistenceBlock &writer) override;
bool unpersist(InputPersistenceBlock &reader) override;
bool isRTL();
static void ARGBColorToLuaColor(lua_State *L, uint color);
static uint luaColorToARGBColor(lua_State *L, int stackIndex);
protected:
// Display Variables
// -----------------
int _width;
int _height;
Common::Rect _screenRect;
int _bitDepth;
/**
* Calculates the time since the last frame beginning has passed.
*/
void updateLastFrameDuration();
private:
bool registerScriptBindings();
void unregisterScriptBindings();
// LastFrameDuration Variables
// ---------------------------
uint _lastTimeStamp;
uint _lastFrameDuration;
bool _timerActive;
Common::Array<uint> _frameTimeSamples;
uint _frameTimeSampleSlot;
private:
RenderObjectPtr<Panel> _mainPanelPtr;
Common::ScopedPtr<RenderObjectManager> _renderObjectManagerPtr;
bool _isRTL;
struct DebugLine {
DebugLine(const Vertex &start, const Vertex &end, uint color) :
_start(start),
_end(end),
_color(color) {}
DebugLine() {}
Vertex _start;
Vertex _end;
uint _color;
};
Common::Array<DebugLine> _debugLines;
};
} // End of namespace Sword25
#endif