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