/* 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 . * */ #include "common/config-manager.h" #include "common/system.h" #include "graphics/macega.h" #include "scumm/charset.h" #include "scumm/macgui/macgui.h" namespace Scumm { void ScummEngine::mac_markScreenAsDirty(int x, int y, int w, int h) { // Mark the virtual screen as dirty. The top and left coordinates are // rounded down, while the bottom and right ones are rounded up. VirtScreen *vs = &_virtscr[kMainVirtScreen]; int vsTop = y / 2 - vs->topline; int vsBottom = (y + h) / 2 - vs->topline; int vsLeft = x / 2; int vsRight = (x + w) / 2; if ((y + h) & 1) vsBottom++; if ((x + w) & 1) vsRight++; markRectAsDirty(kMainVirtScreen, vsLeft, vsRight, vsTop, vsBottom); } void ScummEngine::mac_drawStripToScreen(VirtScreen *vs, int top, int x, int y, int width, int height) { // The verb screen is completely replaced with a custom GUI. While // it is active, all other drawing to that area is suspended. if (_macGui && vs->number == kVerbVirtScreen && _macGui->isVerbGuiActive()) return; const byte *pixels = vs->getPixels(x, top); const byte *ts = (byte *)_textSurface.getBasePtr(x * 2, y * 2); byte *mac = (byte *)_macScreen->getBasePtr(x * 2, y * 2 + _macScreenDrawOffset * 2); int pixelsPitch = vs->pitch; int tsPitch = _textSurface.pitch; int macPitch = _macScreen->pitch; // In b/w Mac rendering mode, the shadow palette is implemented here, // and not as a palette manipulation. See special cases in o5_roomOps() // and updatePalette(). // // This is used at the very least for the lightning flashes at Castle // Brunwald in Indy 3, as well as the scene where the dragon finds // Rusty in Loom. // // Interestingly, the original Mac interpreter does not seem to do // this, and instead just renders the scene as if the palette was // unmodified. At least, that's what Mini vMac did when I tried it. if (_renderMode == Common::kRenderMacintoshBW) { for (int h = 0; h < height; h++) { for (int w = 0; w < width; w++) { int color = enhancementEnabled(kEnhVisualChanges) ? _shadowPalette[pixels[w]] : pixels[w]; if (ts[2 * w] == CHARSET_MASK_TRANSPARENCY) mac[2 * w] = Graphics::macEGADither[color][0]; if (ts[2 * w + 1] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + 1] = Graphics::macEGADither[color][1]; if (ts[2 * w + tsPitch] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + macPitch] = Graphics::macEGADither[color][2]; if (ts[2 * w + tsPitch + 1] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + macPitch + 1] = Graphics::macEGADither[color][3]; } pixels += pixelsPitch; ts += tsPitch * 2; mac += macPitch * 2; } } else { for (int h = 0; h < height; h++) { for (int w = 0; w < width; w++) { if (ts[2 * w] == CHARSET_MASK_TRANSPARENCY) mac[2 * w] = pixels[w]; if (ts[2 * w + 1] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + 1] = pixels[w]; if (ts[2 * w + tsPitch] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + macPitch] = pixels[w]; if (ts[2 * w + tsPitch + 1] == CHARSET_MASK_TRANSPARENCY) mac[2 * w + macPitch + 1] = pixels[w]; } pixels += pixelsPitch; ts += tsPitch * 2; mac += macPitch * 2; } } _system->copyRectToScreen(_macScreen->getBasePtr(x * 2, y * 2 + _macScreenDrawOffset * 2), _macScreen->pitch, x * 2, y * 2 + _macScreenDrawOffset * 2, width * 2, height * 2); } void ScummEngine::mac_drawIndy3TextBox() { Graphics::Surface *s = _macGui->textArea(); // The first two rows of the text box are padding for font rendering. // They are not drawn to the screen. int x = 96; int y = 32; int w = s->w; int h = s->h - 2; // The text box is drawn to the Mac screen and text surface, as if it // had been one giant glyph. Note that it will be drawn on the main // virtual screen, but we still pretend it's on the text one. byte *ptr = (byte *)s->getBasePtr(0, 2); int pitch = s->pitch; _macScreen->copyRectToSurface(ptr, pitch, x, y + 2 * _macScreenDrawOffset, w, h); _textSurface.fillRect(Common::Rect(x, y, x + w, y + h), 0); mac_markScreenAsDirty(x, y, w, h); } void ScummEngine::mac_undrawIndy3TextBox() { Graphics::Surface *s = _macGui->textArea(); int x = 96; int y = 32; int w = s->w; int h = s->h - 2; _macScreen->fillRect(Common::Rect(x, y + 2 * _macScreenDrawOffset, x + w, y + h + 2 * _macScreenDrawOffset), 0); _textSurface.fillRect(Common::Rect(x, y, x + w, y + h), CHARSET_MASK_TRANSPARENCY); mac_markScreenAsDirty(x, y, w, h); } void ScummEngine::mac_undrawIndy3CreditsText() { // Set _masMask to make the text clear, and _textScreenID to ensure // that it's the main area that's cleared. _charset->_hasMask = true; _charset->_textScreenID = kMainVirtScreen; restoreCharsetBg(); } void ScummEngine::mac_drawBufferToScreen(const byte *buffer, int pitch, int x, int y, int width, int height, bool epxRectangleExpansion) { // Composite the dirty rectangle into _completeScreenBuffer mac_updateCompositeBuffer(buffer, pitch, x, y, width, height); if (_useMacGraphicsSmoothing) { // Apply the EPX scaling algorithm to produce a 640x480 image... mac_blitEPXImage(buffer, pitch, x, y, width, height, epxRectangleExpansion); } else { // ...otherwise just double the resolution. mac_blitDoubleResImage(buffer, pitch, x, y, width, height); } } void ScummEngine::mac_updateCompositeBuffer(const byte *buffer, int pitch, int x, int y, int width, int height) { const byte *pixels = buffer; assert(width <= _screenWidth && height <= _screenHeight); for (int h = 0; h < height; h++) { for (int w = 0; w < width; w++) { // Calculate absolute coordinates int absX = x + w; int absY = y + h; // Update the complete screen buffer _completeScreenBuffer[absY * _screenWidth + absX] = pixels[w]; } pixels += pitch; } } void ScummEngine::mac_blitDoubleResImage(const byte *buffer, int pitch, int x, int y, int width, int height) { byte *mac = (byte *)_macScreen->getBasePtr(x * 2, y * 2 + _macScreenDrawOffset * 2); mac_applyDoubleResToBuffer(buffer, mac, width, height, pitch, _macScreen->pitch); _system->copyRectToScreen(_macScreen->getBasePtr(x * 2, y * 2 + _macScreenDrawOffset * 2), _macScreen->pitch, x * 2, y * 2 + _macScreenDrawOffset * 2, width * 2, height * 2); } void ScummEngine::mac_applyDoubleResToBuffer(const byte *inputBuffer, byte *outputBuffer, int width, int height, int inputPitch, int outputPitch) { const byte *pixels = inputBuffer; byte *outPixels = outputBuffer; for (int h = 0; h < height; h++) { for (int w = 0; w < width; w++) { outPixels[2 * w] = pixels[w]; outPixels[2 * w + 1] = pixels[w]; outPixels[2 * w + outputPitch] = pixels[w]; outPixels[2 * w + outputPitch + 1] = pixels[w]; } pixels += inputPitch; outPixels += outputPitch * 2; } } void ScummEngine::mac_blitEPXImage(const byte *buffer, int pitch, int x, int y, int width, int height, bool epxRectangleExpansion) { // This is a piecewise version of EPX/Scale2x. // // Just like the original, it applies EPX not on the entire screen but just on the // interested "dirty" rectangle areas. This is easy: with each new rectangle we iteratively // piece together a representation of the entire 320x200 screen buffer (_completeScreenBuffer), // and for each pixel to scale, we look for its neighbors in that buffer, so that neighbors // outside the rectangle area will be accounted for correctly. // // So to summarize, the algorithm is applied iteratively on the rectangle areas in the queue, // in isolation. Unfortunately this can cause an interesting edge case: // consider a black screen, and two big adjacent white rectangles with the same dimensions // being drawn, the first one on the left and the second one on its right: // // 1. The first one gets drawn, and because of the EPX filter it exhibits rounded corners // (e.g. the lower right corner); // // 2. The second one gets drawn next to the other but has no rounded corners on its left side, // because the cumulative 320x200 screen buffer being pieced together already has the // previously drawn rectangle in it; // // We end up with two white rectangles and a line of a couple black pixels e.g. down in the middle. // // How do we solve that? We expand the considered area one pixel outwards on every rectangle dimension, // so that the algorithm can update previously drawn edges, preventing the issue explained above. // // I have later found out that this is the same strategy employed on Aaron Giles' 2002 re-releases, // which supposedly use most of the same EPX code from the Macintosh interpreters. // Rectangle expansion int x1, y1, x2, y2; if (epxRectangleExpansion) { x1 = (x > 0) ? x - 1 : 0; y1 = (y > 0) ? y - 1 : 0; x2 = (x + width < _screenWidth) ? x + width + 1 : _screenWidth; y2 = (y + height < _screenHeight) ? y + height + 1 : _screenHeight; } else { x1 = (x > 0) ? x : 0; y1 = (y > 0) ? y : 0; x2 = (x + width < _screenWidth) ? x + width : _screenWidth; y2 = (y + height < _screenHeight) ? y + height : _screenHeight; } // Adjust output buffer accordingly byte *targetScreenBuf = (byte *)_macScreen->getBasePtr(x1 * 2, y1 * 2 + _macScreenDrawOffset * 2); // Apply the EPX/Scale2x algorithm mac_applyEPXToBuffer(_completeScreenBuffer, targetScreenBuf, x2 - x1, y2 - y1, _screenWidth, _macScreen->pitch, x1, y1, _screenWidth, _screenHeight); _system->copyRectToScreen(_macScreen->getBasePtr(x1 * 2, y1 * 2 + _macScreenDrawOffset * 2), _macScreen->pitch, x1 * 2, y1 * 2 + _macScreenDrawOffset * 2, (x2 - x1) * 2, (y2 - y1) * 2); } void ScummEngine::mac_applyEPXToBuffer(const byte *inputBuffer, byte *outputBuffer, int width, int height, int inputPitch, int outputPitch, int xOffset, int yOffset, int bufferWidth, int bufferHeight) { // The EPX/Scale2x algorithm scales a single pixel to // four pixels based on the original pixel's neighbors. // // +---+---+ // A | 1 | 2 | // C P B --> +---+---+ // D | 3 | 4 | // +---+---+ // // Let P be the pixel, and A,B,C,D its neighbors, // then the new 1,2,3,4 pixels are defined as follows: // // 1=P; 2=P; 3=P; 4=P; // // IF C==A => 1=A // IF A==B => 2=B // IF D==C => 3=C // IF B==D => 4=D // // IF of A, B, C, D, three or more are identical: 1=2=3=4=P for (int h = 0; h < height; h++) { for (int w = 0; w < width; w++) { // Calculate absolute screen coordinates of the current pixel int absX = w + xOffset; int absY = h + yOffset; if (absX < 0 || absX >= bufferWidth || absY < 0 || absY >= bufferHeight) continue; // Skip out-of-bounds pixels // Center pixel byte P = inputBuffer[absY * inputPitch + absX]; // Top neighbor (A) byte A = (absY > 0) ? inputBuffer[(absY - 1) * inputPitch + absX] : P; // Right neighbor (B) byte B = (absX < bufferWidth - 1) ? inputBuffer[absY * inputPitch + (absX + 1)] : P; // Left neighbor (C) byte C = (absX > 0) ? inputBuffer[absY * inputPitch + (absX - 1)] : P; // Bottom neighbor (D) byte D = (absY < bufferHeight - 1) ? inputBuffer[(absY + 1) * inputPitch + absX] : P; int expW = w * 2; int expH = h * 2; // Actually scale the pixel if (expW >= 0 && expW + 1 < width * 2 && expH >= 0 && expH + 1 < height * 2) { outputBuffer[expH * outputPitch + expW] = (C == A && C != D && A != B) ? A : P; // Top-left outputBuffer[expH * outputPitch + expW + 1] = (A == B && A != C && B != D) ? B : P; // Top-right outputBuffer[(expH + 1) * outputPitch + expW] = (D == C && D != B && C != A) ? C : P; // Bottom-left outputBuffer[(expH + 1) * outputPitch + expW + 1] = (B == D && B != A && D != C) ? D : P; // Bottom-right } } } } void ScummEngine::mac_scaleCursor(byte *&outCursor, int &outHotspotX, int &outHotspotY, int &outWidth, int &outHeight) { int newWidth = _cursor.width * 2; int newHeight = _cursor.height * 2; memset(_macGrabbedCursor, 0, ARRAYSIZE(_macGrabbedCursor)); if (_useMacGraphicsSmoothing) { mac_applyEPXToBuffer(_grabbedCursor, _macGrabbedCursor, _cursor.width, _cursor.height, _cursor.width, newWidth, 0, 0, _cursor.width, _cursor.height); } else { mac_applyDoubleResToBuffer(_grabbedCursor, _macGrabbedCursor, _cursor.width, _cursor.height, _cursor.width, newWidth); } outWidth = newWidth; outHeight = newHeight; outCursor = _macGrabbedCursor; outHotspotX = _cursor.hotspotX * 2; outHotspotY = _cursor.hotspotY * 2; } void ScummEngine::mac_toggleSmoothing() { _useMacGraphicsSmoothing = !_useMacGraphicsSmoothing; ConfMan.setBool("mac_graphics_smoothing", _useMacGraphicsSmoothing); ConfMan.flushToDisk(); // Allow the engine to update the graphics mode markRectAsDirty(kBannerVirtScreen, 0, 320, 0, 200); markRectAsDirty(kTextVirtScreen, 0, 320, 0, 200); markRectAsDirty(kVerbVirtScreen, 0, 320, 0, 200); markRectAsDirty(kMainVirtScreen, 0, 320, 0, 200); if (_game.version > 5) updateCursor(); } Common::KeyState ScummEngine::mac_showOldStyleBannerAndPause(const char *msg, int32 waitTime) { char bannerMsg[512]; _messageBannerActive = true; // Fetch the translated string for the message... convertMessageToString((const byte *)msg, (byte *)bannerMsg, sizeof(bannerMsg)); Common::KeyState ks = Common::KEYCODE_INVALID; _macGui->drawBanner(bannerMsg); if (waitTime) { bool leftBtnPressed = false, rightBtnPressed = false; waitForBannerInput(waitTime, ks, leftBtnPressed, rightBtnPressed); } _macGui->undrawBanner(); clearClickedStatus(); _messageBannerActive = false; return ks; } } // End of namespace Scumm