scummvm/engines/scumm/gfx_mac.cpp
2024-11-23 23:11:51 +01:00

393 lines
14 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/>.
*
*/
#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