コード例 #1
0
ファイル: gfx.cpp プロジェクト: Templier/scummvm-test
/**
 * Draw command box on screen
 */
void FWRenderer::drawCommand() {
	unsigned int i;
	int x = 10, y = _cmdY;

	drawPlainBox(x, y, 301, 11, 0);
	drawBorder(x - 1, y - 1, 302, 12, 2);

	x += 2;
	y += 2;

	for (i = 0; i < _cmd.size(); i++) {
		x = drawChar(_cmd[i], x, y);
	}
}
コード例 #2
0
ファイル: gfx.cpp プロジェクト: Templier/scummvm-test
/**
 * Draw Line
 * @param x Line end coordinate
 * @param y Line end coordinate
 * @param width Horizontal line length
 * @param height Vertical line length
 * @param color Line color
 * @note Either width or height must be equal to 1
 */
void FWRenderer::drawLine(int x, int y, int width, int height, byte color) {
	// this line is a special case of rectangle ;-)
	drawPlainBox(x, y, width, height, color);
}
コード例 #3
0
ファイル: gfx.cpp プロジェクト: Templier/scummvm-test
/**
 * Draw message in a box
 * @param str Message to draw
 * @param x Top left message box corner coordinate
 * @param y Top left message box corner coordinate
 * @param width Message box width
 * @param color Message box background color (Or if negative draws only the text)
 * @note Negative colors are used in Operation Stealth's timed cutscenes
 * (e.g. when first meeting The Movement for the Liberation of Santa Paragua).
 */
void FWRenderer::drawMessage(const char *str, int x, int y, int width, int color) {
	int i, tx, ty, tw;
	int line = 0, words = 0, cw = 0;
	int space = 0, extraSpace = 0;

	const bool isAmiga = (g_cine->getPlatform() == Common::kPlatformAmiga);

	if (color >= 0) {
		if (isAmiga)
			drawTransparentBox(x, y, width, 4);
		else
			drawPlainBox(x, y, width, 4, color);
	}
	tx = x + 4;
	ty = str[0] ? y - 5 : y + 4;
	tw = width - 8;

	for (i = 0; str[i]; i++, line--) {
		// Fit line of text into textbox
		if (!line) {
			while (str[i] == ' ') i++;
			line = fitLine(str + i, tw, words, cw);

			if ( str[i + line] != '\0' && str[i + line] != 0x7C && words) {
				space = (tw - cw) / words;
				extraSpace = (tw - cw) % words;
			} else {
				space = 5;
				extraSpace = 0;
			}

			ty += 9;
			if (color >= 0) {
				if (isAmiga)
					drawTransparentBox(x, ty, width, 9);
				else
					drawPlainBox(x, ty, width, 9, color);
			}
			tx = x + 4;
		}

		// draw characters
		if (str[i] == ' ') {
			tx += space + extraSpace;

			if (extraSpace) {
				extraSpace = 0;
			}
		} else {
			tx = drawChar(str[i], tx, ty);
		}
	}

	ty += 9;
	if (color >= 0) {
		if (isAmiga)
			drawTransparentBox(x, ty, width, 4);
		else
			drawPlainBox(x, ty, width, 4, color);
		drawDoubleBorder(x, y, width, ty - y + 4, isAmiga ? 18 : 2);
	}
}
コード例 #4
0
ファイル: gfx.cpp プロジェクト: Templier/scummvm-test
/**
 * Draw one overlay
 * @param it Overlay info
 * @todo Add handling of type 22 overlays
 */
void OSRenderer::renderOverlay(const Common::List<overlay>::iterator &it) {
	int len, idx, width, height;
	ObjectStruct *obj;
	AnimData *sprite;
	byte *mask;
	byte color;

	switch (it->type) {
	// color sprite
	case 0:
		if (g_cine->_objectTable[it->objIdx].frame < 0) {
			break;
		}
		sprite = &g_cine->_animDataTable[g_cine->_objectTable[it->objIdx].frame];
		len = sprite->_realWidth * sprite->_height;
		mask = new byte[len];
		generateMask(sprite->data(), mask, len, g_cine->_objectTable[it->objIdx].part);
		remaskSprite(mask, it);
		drawMaskedSprite(g_cine->_objectTable[it->objIdx], mask);
		delete[] mask;
		break;

	// game message
	case 2:
		if (it->objIdx >= g_cine->_messageTable.size()) {
			return;
		}

		_messageLen += g_cine->_messageTable[it->objIdx].size();
		drawMessage(g_cine->_messageTable[it->objIdx].c_str(), it->x, it->y, it->width, it->color);
		if (it->color >= 0) { // This test isn't in Future Wars's implementation
			waitForPlayerClick = 1;
		}
		break;

	// action failure message
	case 3:
		idx = it->objIdx * 4 + g_cine->_rnd.getRandomNumber(3);
		len = strlen(failureMessages[idx]);
		_messageLen += len;
		width = 6 * len + 20;
		width = width > 300 ? 300 : width;

		// The used color here differs from Future Wars
		drawMessage(failureMessages[idx], (320 - width) / 2, 80, width, _messageBg);
		waitForPlayerClick = 1;
		break;

	// bitmap
	case 4:
		if (g_cine->_objectTable[it->objIdx].frame >= 0) {
			FWRenderer::renderOverlay(it);
		}
		break;

	// masked background
	case 20:
		assert(it->objIdx < NUM_MAX_OBJECT);
		var5 = it->x; // A global variable updated here!
		obj = &g_cine->_objectTable[it->objIdx];
		sprite = &g_cine->_animDataTable[obj->frame];

		if (obj->frame < 0 || it->x < 0 || it->x > 8 || !_bgTable[it->x].bg || sprite->_bpp != 1) {
			break;
		}

		maskBgOverlay(_bgTable[it->x].bg, sprite->data(), sprite->_realWidth, sprite->_height, _backBuffer, obj->x, obj->y);
		break;

	// FIXME: Implement correct drawing of type 21 overlays.
	// Type 21 overlays aren't just filled rectangles, I found their drawing routine
	// from Operation Stealth's drawSprite routine. So they're likely some kind of sprites
	// and it's just a coincidence that the oxygen meter during the first arcade sequence
	// works even somehow currently. I tried the original under DOSBox and the oxygen gauge
	// is a long red bar that gets shorter as the air runs out.
	case 21:
	// A filled rectangle:
	case 22:
		// TODO: Check it this implementation really works correctly (Some things might be wrong, needs testing).
		assert(it->objIdx < NUM_MAX_OBJECT);
		obj = &g_cine->_objectTable[it->objIdx];
		color = obj->part & 0x0F;
		width = obj->frame;
		height = obj->costume;
		drawPlainBox(obj->x, obj->y, width, height, color);
		debug(5, "renderOverlay: type=%d, x=%d, y=%d, width=%d, height=%d, color=%d",
			it->type, obj->x, obj->y, width, height, color);
		break;

	// something else
	default:
		FWRenderer::renderOverlay(it);
		break;
	}
}
コード例 #5
0
ファイル: gfx.cpp プロジェクト: andrew889/scummvm
/**
 * Draw one overlay
 * @param it Overlay info
 * @todo Add handling of type 22 overlays
 */
void OSRenderer::renderOverlay(const Common::List<overlay>::iterator &it) {
	int len, idx, width, height;
	ObjectStruct *obj;
	AnimData *sprite;
	byte color;

	switch (it->type) {
	// color sprite
	case 0:
		if (g_cine->_objectTable[it->objIdx].frame < 0) {
			break;
		}
		sprite = &g_cine->_animDataTable[g_cine->_objectTable[it->objIdx].frame];
		drawSprite(&(*it), sprite->data(), sprite->_realWidth, sprite->_height, _backBuffer, g_cine->_objectTable[it->objIdx].x, g_cine->_objectTable[it->objIdx].y, g_cine->_objectTable[it->objIdx].part, sprite->_bpp);
		break;

	// game message
	case 2:
		if (it->objIdx >= g_cine->_messageTable.size()) {
			return;
		}

		_messageLen += g_cine->_messageTable[it->objIdx].size();
		drawMessage(g_cine->_messageTable[it->objIdx].c_str(), it->x, it->y, it->width, it->color);
		if (it->color >= 0) { // This test isn't in Future Wars's implementation
			waitForPlayerClick = 1;
		}
		break;

	// action failure message
	case 3:
		idx = it->objIdx * 4 + g_cine->_rnd.getRandomNumber(3);
		len = strlen(failureMessages[idx]);
		_messageLen += len;
		width = 6 * len + 20;
		width = width > 300 ? 300 : width;

		// The used color here differs from Future Wars
		drawMessage(failureMessages[idx], (320 - width) / 2, 80, width, _messageBg);
		waitForPlayerClick = 1;
		break;

	// bitmap
	case 4:
		if (g_cine->_objectTable[it->objIdx].frame >= 0) {
			FWRenderer::renderOverlay(it);
		}
		break;

	// masked background
	case 20:
		assert(it->objIdx < NUM_MAX_OBJECT);
		var5 = it->x; // A global variable updated here!
		obj = &g_cine->_objectTable[it->objIdx];
		sprite = &g_cine->_animDataTable[obj->frame];

		if (obj->frame < 0 || it->x < 0 || it->x > 8 || !_bgTable[it->x].bg || sprite->_bpp != 1) {
			break;
		}

		maskBgOverlay(_bgTable[it->x].bg, sprite->data(), sprite->_realWidth, sprite->_height, _backBuffer, obj->x, obj->y);
		break;

	case 22:
		// TODO: Check it this implementation really works correctly (Some things might be wrong, needs testing).
		assert(it->objIdx < NUM_MAX_OBJECT);
		obj = &g_cine->_objectTable[it->objIdx];
		color = obj->part & 0x0F;
		width = obj->frame;
		height = obj->costume;
		drawPlainBox(obj->x, obj->y, width, height, color);
		debug(5, "renderOverlay: type=%d, x=%d, y=%d, width=%d, height=%d, color=%d",
			  it->type, obj->x, obj->y, width, height, color);
		break;

	// something else
	default:
		FWRenderer::renderOverlay(it);
		break;
	}
}