301 lines
11 KiB
C++
301 lines
11 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/display.h"
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#include "ags/engine/ac/draw.h"
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#include "ags/engine/ac/game.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_drawing_surface.h"
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#include "ags/engine/ac/global_translation.h"
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#include "ags/engine/ac/string.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/shared/font/fonts.h"
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#include "ags/shared/game/room_struct.h"
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#include "ags/shared/gui/gui_defines.h"
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#include "ags/shared/ac/sprite_cache.h"
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#include "ags/shared/gfx/gfx_def.h"
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#include "ags/engine/gfx/gfx_util.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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// Raw screen writing routines - similar to old CapturedStuff
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#define RAW_START() _GP(play).raw_drawing_surface = _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic; _GP(play).raw_modified[_GP(play).bg_frame] = 1
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#define RAW_END()
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#define RAW_SURFACE() (_GP(play).raw_drawing_surface.get())
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// RawSaveScreen: copy the current screen to a backup bitmap
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void RawSaveScreen() {
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auto source = _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic;
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_G(raw_saved_screen).reset(BitmapHelper::CreateBitmapCopy(source.get()));
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}
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// RawRestoreScreen: copy backup bitmap back to screen; we
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// deliberately don't free the Bitmap *cos they can multiple restore
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// and it gets freed on room exit anyway
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void RawRestoreScreen() {
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if (_G(raw_saved_screen) == nullptr) {
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debug_script_warn("RawRestoreScreen: unable to restore, since the screen hasn't been saved previously.");
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return;
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}
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auto deston = _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic;
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deston->Blit(_G(raw_saved_screen).get(), 0, 0, 0, 0, deston->GetWidth(), deston->GetHeight());
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invalidate_screen();
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mark_current_background_dirty();
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}
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// Restores the backup bitmap, but tints it to the specified level
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void RawRestoreScreenTinted(int red, int green, int blue, int opacity) {
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if (_G(raw_saved_screen) == nullptr) {
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debug_script_warn("RawRestoreScreenTinted: unable to restore, since the screen hasn't been saved previously.");
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return;
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}
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if ((red < 0) || (green < 0) || (blue < 0) ||
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(red > 255) || (green > 255) || (blue > 255) ||
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(opacity < 1) || (opacity > 100))
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quit("!RawRestoreScreenTinted: invalid parameter. R,G,B must be 0-255, opacity 1-100");
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debug_script_log("RawRestoreTinted RGB(%d,%d,%d) %d%%", red, green, blue, opacity);
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PBitmap deston = _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic;
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tint_image(deston.get(), _G(raw_saved_screen).get(), red, green, blue, opacity);
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invalidate_screen();
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mark_current_background_dirty();
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}
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void RawDrawFrameTransparent(int frame, int translev) {
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if ((frame < 0) || ((size_t)frame >= _GP(thisroom).BgFrameCount) ||
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(translev < 0) || (translev > 99))
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quit("!RawDrawFrameTransparent: invalid parameter (transparency must be 0-99, frame a valid BG frame)");
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PBitmap bg = _GP(thisroom).BgFrames[frame].Graphic;
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if (bg->GetColorDepth() <= 8)
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quit("!RawDrawFrameTransparent: 256-colour backgrounds not supported");
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if (frame == _GP(play).bg_frame)
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quit("!RawDrawFrameTransparent: cannot draw current background onto itself");
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RAW_START();
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if (translev == 0) {
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// just draw it over the top, no transparency
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RAW_SURFACE()->Blit(bg.get(), 0, 0, 0, 0, bg->GetWidth(), bg->GetHeight());
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} else {
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// Draw it transparently
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GfxUtil::DrawSpriteWithTransparency(RAW_SURFACE(), bg.get(), 0, 0,
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GfxDef::Trans100ToAlpha255(translev));
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}
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invalidate_screen();
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mark_current_background_dirty();
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RAW_END();
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}
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void RawClear(int clr) {
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RAW_START();
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clr = RAW_SURFACE()->GetCompatibleColor(clr);
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RAW_SURFACE()->Clear(clr);
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invalidate_screen();
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mark_current_background_dirty();
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}
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void RawSetColor(int clr) {
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// set the colour at the appropriate depth for the background
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_GP(play).raw_color = MakeColor(clr);
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}
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void RawSetColorRGB(int red, int grn, int blu) {
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if ((red < 0) || (red > 255) || (grn < 0) || (grn > 255) ||
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(blu < 0) || (blu > 255))
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quit("!RawSetColorRGB: colour values must be 0-255");
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_GP(play).raw_color = makecol_depth(_GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic->GetColorDepth(), red, grn, blu);
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}
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void RawPrint(int xx, int yy, const char *text) {
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RAW_START();
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// don't use wtextcolor because it will do a 16->32 conversion
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color_t text_color = _GP(play).raw_color;
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if ((RAW_SURFACE()->GetColorDepth() <= 8) && (_GP(play).raw_color > 255)) {
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text_color = RAW_SURFACE()->GetCompatibleColor(1);
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debug_script_warn("RawPrint: Attempted to use hi-color on 256-col background");
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}
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data_to_game_coords(&xx, &yy);
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wouttext_outline(RAW_SURFACE(), xx, yy, _GP(play).normal_font, text_color, text);
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// we must invalidate the entire screen because these are room
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// co-ordinates, not screen co-ords which it works with
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invalidate_screen();
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mark_current_background_dirty();
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RAW_END();
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}
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void RawPrintMessageWrapped(int xx, int yy, int wid, int font, int msgm) {
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char displbuf[3000];
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const int linespacing = get_font_linespacing(font);
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data_to_game_coords(&xx, &yy);
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wid = data_to_game_coord(wid);
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get_message_text(msgm, displbuf);
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// it's probably too late but check anyway
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if (strlen(displbuf) > 2899)
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quit("!RawPrintMessageWrapped: message too long");
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if (break_up_text_into_lines(displbuf, _GP(Lines), wid, font) == 0)
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return;
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RAW_START();
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color_t text_color = _GP(play).raw_color;
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for (size_t i = 0; i < _GP(Lines).Count(); i++)
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wouttext_outline(RAW_SURFACE(), xx, yy + linespacing * i, font, text_color, _GP(Lines)[i].GetCStr());
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invalidate_screen();
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mark_current_background_dirty();
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RAW_END();
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}
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void RawDrawImageCore(int xx, int yy, int slot, int alpha) {
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if ((slot < 0) || (!_GP(spriteset).DoesSpriteExist(slot)))
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quit("!RawDrawImage: invalid sprite slot number specified");
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RAW_START();
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Bitmap *sprite = _GP(spriteset)[slot];
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if (sprite->GetColorDepth() != RAW_SURFACE()->GetColorDepth()) {
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debug_script_warn("RawDrawImage: Sprite %d colour depth %d-bit not same as background depth %d-bit", slot, sprite->GetColorDepth(), RAW_SURFACE()->GetColorDepth());
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}
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draw_sprite_slot_support_alpha(RAW_SURFACE(), false, xx, yy, slot, kBlendMode_Alpha, alpha);
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invalidate_screen();
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mark_current_background_dirty();
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RAW_END();
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}
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void RawDrawImage(int xx, int yy, int slot) {
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data_to_game_coords(&xx, &yy);
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RawDrawImageCore(xx, yy, slot);
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}
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void RawDrawImageTrans(int xx, int yy, int slot, int alpha) {
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data_to_game_coords(&xx, &yy);
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RawDrawImageCore(xx, yy, slot, alpha);
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}
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void RawDrawImageOffset(int xx, int yy, int slot) {
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// This function takes coordinates in real game coordinates as opposed to script coordinates
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defgame_to_finalgame_coords(xx, yy);
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RawDrawImageCore(xx, yy, slot);
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}
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void RawDrawImageTransparent(int xx, int yy, int slot, int legacy_transparency) {
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if ((legacy_transparency < 0) || (legacy_transparency > 100))
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quit("!RawDrawImageTransparent: invalid transparency setting");
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// WARNING: the previous versions of AGS actually had a bug:
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// although manual stated that RawDrawImageTransparent takes % of transparency
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// as an argument, that value was used improperly when setting up an Allegro's
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// trans_blender, which caused it to act about as % of opacity instead, but
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// with a twist.
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//
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// It was converted to 255-ranged "transparency" parameter:
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// int transparency = (trans * 255) / 100;
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//
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// Note by CJ:
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// Transparency is a bit counter-intuitive
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// 0=not transparent, 255=invisible, 1..254 barely visible .. mostly visible
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//
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// In order to support this backward-compatible behavior, we convert the
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// opacity into proper alpha this way:
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// 0 => alpha 255
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// 100 => alpha 0
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// 1 - 99 => alpha 1 - 244
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//
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RawDrawImageTrans(xx, yy, slot, GfxDef::LegacyTrans100ToAlpha255(legacy_transparency));
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}
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void RawDrawImageResized(int xx, int yy, int gotSlot, int width, int height) {
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if ((gotSlot < 0) || (!_GP(spriteset).DoesSpriteExist(gotSlot)))
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quit("!RawDrawImageResized: invalid sprite slot number specified");
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// very small, don't draw it
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if ((width < 1) || (height < 1))
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return;
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data_to_game_coords(&xx, &yy);
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data_to_game_coords(&width, &height);
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// resize the sprite to the requested size
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Bitmap *sprite = _GP(spriteset)[gotSlot];
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Bitmap *newPic = BitmapHelper::CreateBitmap(width, height, sprite->GetColorDepth());
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newPic->StretchBlt(sprite,
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RectWH(0, 0, _GP(game).SpriteInfos[gotSlot].Width, _GP(game).SpriteInfos[gotSlot].Height),
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RectWH(0, 0, width, height));
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RAW_START();
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if (newPic->GetColorDepth() != RAW_SURFACE()->GetColorDepth())
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quit("!RawDrawImageResized: image colour depth mismatch: the background image must have the same colour depth as the sprite being drawn");
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GfxUtil::DrawSpriteWithTransparency(RAW_SURFACE(), newPic, xx, yy);
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delete newPic;
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invalidate_screen();
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mark_current_background_dirty();
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RAW_END();
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}
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void RawDrawLine(int fromx, int fromy, int tox, int toy) {
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data_to_game_coords(&fromx, &fromy);
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data_to_game_coords(&tox, &toy);
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_GP(play).raw_modified[_GP(play).bg_frame] = 1;
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int ii, jj;
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// draw a line thick enough to look the same at all resolutions
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PBitmap bg = _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic;
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color_t draw_color = _GP(play).raw_color;
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for (ii = 0; ii < get_fixed_pixel_size(1); ii++) {
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for (jj = 0; jj < get_fixed_pixel_size(1); jj++)
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bg->DrawLine(Line(fromx + ii, fromy + jj, tox + ii, toy + jj), draw_color);
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}
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invalidate_screen();
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mark_current_background_dirty();
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}
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void RawDrawCircle(int xx, int yy, int rad) {
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data_to_game_coords(&xx, &yy);
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rad = data_to_game_coord(rad);
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_GP(play).raw_modified[_GP(play).bg_frame] = 1;
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PBitmap bg = _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic;
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bg->FillCircle(Circle(xx, yy, rad), _GP(play).raw_color);
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invalidate_screen();
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mark_current_background_dirty();
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}
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void RawDrawRectangle(int x1, int y1, int x2, int y2) {
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_GP(play).raw_modified[_GP(play).bg_frame] = 1;
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data_to_game_coords(&x1, &y1);
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data_to_game_round_up(&x2, &y2);
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PBitmap bg = _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic;
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bg->FillRect(Rect(x1, y1, x2, y2), _GP(play).raw_color);
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invalidate_screen();
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mark_current_background_dirty();
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}
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void RawDrawTriangle(int x1, int y1, int x2, int y2, int x3, int y3) {
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_GP(play).raw_modified[_GP(play).bg_frame] = 1;
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data_to_game_coords(&x1, &y1);
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data_to_game_coords(&x2, &y2);
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data_to_game_coords(&x3, &y3);
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PBitmap bg = _GP(thisroom).BgFrames[_GP(play).bg_frame].Graphic;
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bg->DrawTriangle(Triangle(x1, y1, x2, y2, x3, y3), _GP(play).raw_color);
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invalidate_screen();
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mark_current_background_dirty();
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}
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} // namespace AGS3
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