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