Files
scummvm-cursorfix/engines/wintermute/base/gfx/base_renderer.cpp
2026-02-02 04:50:13 +01:00

244 lines
7.3 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 file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/base_active_rect.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/base/gfx/base_surface.h"
#include "engines/wintermute/base/gfx/base_image.h"
#include "engines/wintermute/base/base_sub_frame.h"
#include "engines/wintermute/base/base_region.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/platform_osystem.h"
#include "engines/wintermute/base/base_persistence_manager.h"
#include "engines/wintermute/dcgf.h"
#ifdef ENABLE_WME3D
#include "engines/wintermute/base/gfx/xmodel.h"
#endif
namespace Wintermute {
//////////////////////////////////////////////////////////////////////
BaseRenderer::BaseRenderer(BaseGame *inGame) : BaseClass(inGame) {
_window = 0;
_clipperWindow = 0;
_active = false;
_ready = false;
_windowed = true;
_forceAlphaColor = 0x00;
_width = _height = _bPP = 0;
BasePlatform::setRectEmpty(&_monitorRect);
_realWidth = _realHeight = 0;
_drawOffsetX = _drawOffsetY = 0;
}
//////////////////////////////////////////////////////////////////////
BaseRenderer::~BaseRenderer() {
deleteRectList();
unclipCursor();
}
//////////////////////////////////////////////////////////////////////
void BaseRenderer::initLoop() {
deleteRectList();
}
//////////////////////////////////////////////////////////////////////
BaseObject *BaseRenderer::getObjectAt(int x, int y) {
Common::Point32 point;
point.x = x;
point.y = y;
for (int32 i = _rectList.getSize() - 1; i >= 0; i--) {
if (BasePlatform::ptInRect(&_rectList[i]->_rect, point)) {
if (_rectList[i]->_precise) {
// frame
if (_rectList[i]->_frame) {
int xx = (int)((_rectList[i]->_frame->_rect.left + x - _rectList[i]->_rect.left + _rectList[i]->_offsetX) / (float)((float)_rectList[i]->_zoomX / (float)100));
int yy = (int)((_rectList[i]->_frame->_rect.top + y - _rectList[i]->_rect.top + _rectList[i]->_offsetY) / (float)((float)_rectList[i]->_zoomY / (float)100));
if (_rectList[i]->_frame->_mirrorX) {
int width = _rectList[i]->_frame->_rect.right - _rectList[i]->_frame->_rect.left;
xx = width - xx;
}
if (_rectList[i]->_frame->_mirrorY) {
int height = _rectList[i]->_frame->_rect.bottom - _rectList[i]->_frame->_rect.top;
yy = height - yy;
}
if (!_rectList[i]->_frame->_surface->isTransparentAt(xx, yy)) {
return _rectList[i]->_owner;
}
}
#ifdef ENABLE_WME3D
else if (_rectList[i]->_xmodel) {
if (!_rectList[i]->_xmodel->isTransparentAt(x, y)) {
return _rectList[i]->_owner;
}
}
#endif
// region
else if (_rectList[i]->_region) {
if (_rectList[i]->_region->pointInRegion(x + _rectList[i]->_offsetX, y + _rectList[i]->_offsetY)) {
return _rectList[i]->_owner;
}
}
} else {
return _rectList[i]->_owner;
}
}
}
return (BaseObject *)nullptr;
}
//////////////////////////////////////////////////////////////////////////
void BaseRenderer::deleteRectList() {
for (int32 i = 0; i < _rectList.getSize(); i++) {
delete _rectList[i];
}
_rectList.removeAll();
}
//////////////////////////////////////////////////////////////////////
bool BaseRenderer::initRenderer(int width, int height, bool windowed) {
return STATUS_FAILED;
}
//////////////////////////////////////////////////////////////////////
void BaseRenderer::onWindowChange() {
}
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::windowedBlt() {
return STATUS_FAILED;
}
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::setup2D(bool force) {
return STATUS_FAILED;
}
#ifdef ENABLE_WME3D
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::setup3D(Camera3D *camera, bool force) {
return STATUS_FAILED;
}
#endif
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::drawLine(int x1, int y1, int x2, int y2, uint32 color) {
return STATUS_FAILED;
}
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) {
for (int i = 0; i < width; i++) {
drawLine(x1 + i, y1 + i, x2 - i, y1 + i, color); // up
drawLine(x1 + i, y2 - i, x2 - i + 1, y2 - i, color); // down
drawLine(x1 + i, y1 + i, x1 + i, y2 - i, color); // left
drawLine(x2 - i, y1 + i, x2 - i, y2 - i + 1, color); // right
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::fillRect(int x, int y, int w, int h, uint32 color) {
return STATUS_FAILED;
}
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::setViewport(int left, int top, int right, int bottom) {
return STATUS_FAILED;
}
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::setScreenViewport() {
return setViewport(_drawOffsetX, _drawOffsetY, _width + _drawOffsetX, _height + _drawOffsetY);
}
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::setViewport(Common::Rect32 *rect) {
return setViewport(rect->left + _drawOffsetX,
rect->top + _drawOffsetY,
rect->right + _drawOffsetX,
rect->bottom + _drawOffsetY);
}
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::clipCursor() {
// TODO: Reimplement this. (Currently aspect-indpendence isn't quite finished)
/*
if (!_windowed) {
Common::Rect32 rc;
GetWindowRect(_window, &rc);
// if "maintain aspect ratio" is in effect, lock mouse to visible area
rc.left = _drawOffsetX;
rc.top = _drawOffsetY;
rc.right = rc.left + _width;
rc.bottom = rc.top + _height;
::ClipCursor(&rc);
}
*/
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::unclipCursor() {
/*
if (!_windowed) ::ClipCursor(nullptr);
*/
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::pointInViewport(Common::Point32 *p) {
if (p->x < _drawOffsetX) {
return false;
}
if (p->y < _drawOffsetY) {
return false;
}
if (p->x > _drawOffsetX + _width) {
return false;
}
if (p->y > _drawOffsetY + _height) {
return false;
}
return true;
}
} // End of namespace Wintermute