225 lines
8.5 KiB
C++
225 lines
8.5 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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#include "ags/shared/ac/common.h"
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#include "ags/engine/ac/draw.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/ac/global_game.h"
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#include "ags/engine/ac/global_screen.h"
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#include "ags/engine/ac/screen.h"
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#include "ags/engine/ac/dynobj/script_viewport.h"
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#include "ags/engine/ac/dynobj/script_user_object.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/engine/script/script_runtime.h"
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#include "ags/engine/platform/base/ags_platform_driver.h"
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#include "ags/plugins/ags_plugin_evts.h"
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#include "ags/plugins/plugin_engine.h"
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#include "ags/shared/gfx/bitmap.h"
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#include "ags/engine/gfx/graphics_driver.h"
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#include "ags/globals.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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using namespace AGS::Engine;
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void fadein_impl(PALETTE p, int speed) {
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// reset this early to force whole game draw during fading in
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_GP(play).screen_is_faded_out = 0;
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if (_GP(game).color_depth > 1) {
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set_palette(p);
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if (_GP(play).no_hicolor_fadein) {
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return;
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}
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}
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_G(gfxDriver)->FadeIn(speed, p, _GP(play).fade_to_red, _GP(play).fade_to_green, _GP(play).fade_to_blue);
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}
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void current_fade_out_effect() {
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debug_script_log("Transition-out in room %d", _G(displayed_room));
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if (pl_run_plugin_hooks(AGSE_TRANSITIONOUT, 0))
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return;
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// get the screen transition type
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int theTransition = _GP(play).fade_effect;
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// was a temporary transition selected? if so, use it
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if (_GP(play).next_screen_transition >= 0)
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theTransition = _GP(play).next_screen_transition;
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const bool instant_transition = (theTransition == FADE_INSTANT) ||
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_GP(play).screen_tint > 0; // for some reason we do not play fade if screen is tinted
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if (_GP(play).fast_forward) {
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_GP(play).screen_is_faded_out |= (!instant_transition);
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return;
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}
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if (instant_transition) {
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if (!_GP(play).keep_screen_during_instant_transition)
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set_palette_range(_G(black_palette), 0, 255, 0);
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} else if (theTransition == FADE_NORMAL) {
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fadeout_impl(5);
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} else if (theTransition == FADE_BOXOUT) {
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_G(gfxDriver)->BoxOutEffect(true, get_fixed_pixel_size(16), 1000 / GetGameSpeed(), RENDER_SHOT_SKIP_ON_FADE);
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} else {
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get_palette(_G(old_palette));
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const Rect &viewport = _GP(play).GetMainViewport();
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_G(saved_viewport_bitmap) = CopyScreenIntoBitmap(viewport.GetWidth(), viewport.GetHeight(), &viewport, false /* use current resolution */, RENDER_SHOT_SKIP_ON_FADE);
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}
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// NOTE: the screen could have been faded out prior to transition out
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_GP(play).screen_is_faded_out |= (!instant_transition);
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}
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IDriverDependantBitmap *prepare_screen_for_transition_in(bool opaque) {
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if (_G(saved_viewport_bitmap) == nullptr)
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quit("Crossfade: buffer is null attempting transition");
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const Rect &viewport = _GP(play).GetMainViewport();
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if (_G(saved_viewport_bitmap)->GetHeight() < viewport.GetHeight()) {
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Bitmap *enlargedBuffer = BitmapHelper::CreateBitmap(_G(saved_viewport_bitmap)->GetWidth(), viewport.GetHeight(), _G(saved_viewport_bitmap)->GetColorDepth());
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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());
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delete _G(saved_viewport_bitmap);
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_G(saved_viewport_bitmap) = enlargedBuffer;
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} else if (_G(saved_viewport_bitmap)->GetHeight() > viewport.GetHeight()) {
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Bitmap *clippedBuffer = BitmapHelper::CreateBitmap(_G(saved_viewport_bitmap)->GetWidth(), viewport.GetHeight(), _G(saved_viewport_bitmap)->GetColorDepth());
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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());
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delete _G(saved_viewport_bitmap);
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_G(saved_viewport_bitmap) = clippedBuffer;
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}
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return _G(gfxDriver)->CreateDDBFromBitmap(_G(saved_viewport_bitmap), false, opaque);
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}
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//=============================================================================
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//
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// Screen script API.
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//
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//=============================================================================
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int Screen_GetScreenWidth() {
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return _GP(game).GetGameRes().Width;
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}
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int Screen_GetScreenHeight() {
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return _GP(game).GetGameRes().Height;
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}
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bool Screen_GetAutoSizeViewport() {
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return _GP(play).IsAutoRoomViewport();
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}
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void Screen_SetAutoSizeViewport(bool on) {
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_GP(play).SetAutoRoomViewport(on);
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}
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ScriptViewport *Screen_GetViewport() {
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return _GP(play).GetScriptViewport(0);
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}
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int Screen_GetViewportCount() {
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return _GP(play).GetRoomViewportCount();
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}
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ScriptViewport *Screen_GetAnyViewport(int index) {
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return _GP(play).GetScriptViewport(index);
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}
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ScriptUserObject *Screen_ScreenToRoomPoint(int scrx, int scry, bool restrict) {
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data_to_game_coords(&scrx, &scry);
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VpPoint vpt = _GP(play).ScreenToRoom(scrx, scry, restrict);
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if (vpt.second < 0)
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return nullptr;
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game_to_data_coords(vpt.first.X, vpt.first.Y);
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return ScriptStructHelpers::CreatePoint(vpt.first.X, vpt.first.Y);
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}
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ScriptUserObject *Screen_ScreenToRoomPoint2(int scrx, int scry) {
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return Screen_ScreenToRoomPoint(scrx, scry, true);
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}
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ScriptUserObject *Screen_RoomToScreenPoint(int roomx, int roomy) {
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data_to_game_coords(&roomx, &roomy);
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Point pt = _GP(play).RoomToScreen(roomx, roomy);
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game_to_data_coords(pt.X, pt.Y);
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return ScriptStructHelpers::CreatePoint(pt.X, pt.Y);
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}
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RuntimeScriptValue Sc_Screen_GetScreenHeight(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_INT(Screen_GetScreenHeight);
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}
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RuntimeScriptValue Sc_Screen_GetScreenWidth(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_INT(Screen_GetScreenWidth);
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}
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RuntimeScriptValue Sc_Screen_GetAutoSizeViewport(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_BOOL(Screen_GetAutoSizeViewport);
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}
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RuntimeScriptValue Sc_Screen_SetAutoSizeViewport(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_VOID_PBOOL(Screen_SetAutoSizeViewport);
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}
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RuntimeScriptValue Sc_Screen_GetViewport(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_OBJAUTO(ScriptViewport, Screen_GetViewport);
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}
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RuntimeScriptValue Sc_Screen_GetViewportCount(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_INT(Screen_GetViewportCount);
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}
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RuntimeScriptValue Sc_Screen_GetAnyViewport(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_OBJAUTO_PINT(ScriptViewport, Screen_GetAnyViewport);
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}
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RuntimeScriptValue Sc_Screen_ScreenToRoomPoint2(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_OBJAUTO_PINT2(ScriptUserObject, Screen_ScreenToRoomPoint2);
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}
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RuntimeScriptValue Sc_Screen_ScreenToRoomPoint(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_OBJAUTO_PINT2_PBOOL(ScriptUserObject, Screen_ScreenToRoomPoint);
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}
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RuntimeScriptValue Sc_Screen_RoomToScreenPoint(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_OBJAUTO_PINT2(ScriptUserObject, Screen_RoomToScreenPoint);
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}
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void RegisterScreenAPI() {
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ScFnRegister screen_api[] = {
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{"Screen::get_Height", API_FN_PAIR(Screen_GetScreenHeight)},
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{"Screen::get_Width", API_FN_PAIR(Screen_GetScreenWidth)},
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{"Screen::get_AutoSizeViewportOnRoomLoad", API_FN_PAIR(Screen_GetAutoSizeViewport)},
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{"Screen::set_AutoSizeViewportOnRoomLoad", API_FN_PAIR(Screen_SetAutoSizeViewport)},
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{"Screen::get_Viewport", API_FN_PAIR(Screen_GetViewport)},
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{"Screen::get_ViewportCount", API_FN_PAIR(Screen_GetViewportCount)},
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{"Screen::geti_Viewports", API_FN_PAIR(Screen_GetAnyViewport)},
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{"Screen::ScreenToRoomPoint^2", API_FN_PAIR(Screen_ScreenToRoomPoint2)},
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{"Screen::ScreenToRoomPoint^3", API_FN_PAIR(Screen_ScreenToRoomPoint)},
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{"Screen::RoomToScreenPoint", API_FN_PAIR(Screen_RoomToScreenPoint)},
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};
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ccAddExternalFunctions361(screen_api);
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}
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} // namespace AGS3
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