/* 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/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); 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), _macScreen->pitch, x * 2, y * 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 + _screenDrawOffset * 2; 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, 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 + _screenDrawOffset * 2; int w = s->w; int h = s->h - 2; _macScreen->fillRect(Common::Rect(x, y, x + w, y + h), 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(); } 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