1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "ags/shared/ac/common.h"
24 #include "ags/engine/ac/draw.h"
25 #include "ags/shared/ac/game_setup_struct.h"
26 #include "ags/engine/ac/game_state.h"
27 #include "ags/engine/ac/global_game.h"
28 #include "ags/engine/ac/global_screen.h"
29 #include "ags/engine/ac/screen.h"
30 #include "ags/engine/ac/dynobj/script_viewport.h"
31 #include "ags/engine/ac/dynobj/script_user_object.h"
32 #include "ags/engine/script/script_runtime.h"
33 #include "ags/engine/platform/base/ags_platform_driver.h"
34 #include "ags/plugins/ags_plugin.h"
35 #include "ags/plugins/plugin_engine.h"
36 #include "ags/shared/gfx/bitmap.h"
37 #include "ags/engine/gfx/graphics_driver.h"
38 #include "ags/globals.h"
39 
40 namespace AGS3 {
41 
42 using namespace AGS::Shared;
43 using namespace AGS::Engine;
44 
my_fade_in(PALETTE p,int speed)45 void my_fade_in(PALETTE p, int speed) {
46 	if (_GP(game).color_depth > 1) {
47 		set_palette(p);
48 
49 		_GP(play).screen_is_faded_out = 0;
50 
51 		if (_GP(play).no_hicolor_fadein) {
52 			return;
53 		}
54 	}
55 
56 	_G(gfxDriver)->FadeIn(speed, p, _GP(play).fade_to_red, _GP(play).fade_to_green, _GP(play).fade_to_blue);
57 }
58 
current_fade_out_effect()59 void current_fade_out_effect() {
60 	if (pl_run_plugin_hooks(AGSE_TRANSITIONOUT, 0))
61 		return;
62 
63 	// get the screen transition type
64 	int theTransition = _GP(play).fade_effect;
65 	// was a temporary transition selected? if so, use it
66 	if (_GP(play).next_screen_transition >= 0)
67 		theTransition = _GP(play).next_screen_transition;
68 	const bool ignore_transition = _GP(play).screen_tint > 0;
69 
70 	if ((theTransition == FADE_INSTANT) || ignore_transition) {
71 		if (!_GP(play).keep_screen_during_instant_transition)
72 			set_palette_range(_G(black_palette), 0, 255, 0);
73 	} else if (theTransition == FADE_NORMAL) {
74 		my_fade_out(5);
75 	} else if (theTransition == FADE_BOXOUT) {
76 		_G(gfxDriver)->BoxOutEffect(true, get_fixed_pixel_size(16), 1000 / GetGameSpeed());
77 		_GP(play).screen_is_faded_out = 1;
78 	} else {
79 		get_palette(_G(old_palette));
80 		const Rect &viewport = _GP(play).GetMainViewport();
81 		_G(saved_viewport_bitmap) = CopyScreenIntoBitmap(viewport.GetWidth(), viewport.GetHeight());
82 	}
83 }
84 
prepare_screen_for_transition_in()85 IDriverDependantBitmap *prepare_screen_for_transition_in() {
86 	if (_G(saved_viewport_bitmap) == nullptr)
87 		quit("Crossfade: buffer is null attempting transition");
88 
89 	_G(saved_viewport_bitmap) = ReplaceBitmapWithSupportedFormat(_G(saved_viewport_bitmap));
90 	const Rect &viewport = _GP(play).GetMainViewport();
91 	if (_G(saved_viewport_bitmap)->GetHeight() < viewport.GetHeight()) {
92 		Bitmap *enlargedBuffer = BitmapHelper::CreateBitmap(_G(saved_viewport_bitmap)->GetWidth(), viewport.GetHeight(), _G(saved_viewport_bitmap)->GetColorDepth());
93 		enlargedBuffer->Blit(_G(saved_viewport_bitmap), 0, 0, 0, (viewport.GetHeight() - _G(saved_viewport_bitmap)->GetHeight()) / 2, _G(saved_viewport_bitmap)->GetWidth(), _G(saved_viewport_bitmap)->GetHeight());
94 		delete _G(saved_viewport_bitmap);
95 		_G(saved_viewport_bitmap) = enlargedBuffer;
96 	} else if (_G(saved_viewport_bitmap)->GetHeight() > viewport.GetHeight()) {
97 		Bitmap *clippedBuffer = BitmapHelper::CreateBitmap(_G(saved_viewport_bitmap)->GetWidth(), viewport.GetHeight(), _G(saved_viewport_bitmap)->GetColorDepth());
98 		clippedBuffer->Blit(_G(saved_viewport_bitmap), 0, (_G(saved_viewport_bitmap)->GetHeight() - viewport.GetHeight()) / 2, 0, 0, _G(saved_viewport_bitmap)->GetWidth(), _G(saved_viewport_bitmap)->GetHeight());
99 		delete _G(saved_viewport_bitmap);
100 		_G(saved_viewport_bitmap) = clippedBuffer;
101 	}
102 	IDriverDependantBitmap *ddb = _G(gfxDriver)->CreateDDBFromBitmap(_G(saved_viewport_bitmap), false);
103 	return ddb;
104 }
105 
106 //=============================================================================
107 //
108 // Screen script API.
109 //
110 //=============================================================================
111 
Screen_GetScreenWidth()112 int Screen_GetScreenWidth() {
113 	return _GP(game).GetGameRes().Width;
114 }
115 
Screen_GetScreenHeight()116 int Screen_GetScreenHeight() {
117 	return _GP(game).GetGameRes().Height;
118 }
119 
Screen_GetAutoSizeViewport()120 bool Screen_GetAutoSizeViewport() {
121 	return _GP(play).IsAutoRoomViewport();
122 }
123 
Screen_SetAutoSizeViewport(bool on)124 void Screen_SetAutoSizeViewport(bool on) {
125 	_GP(play).SetAutoRoomViewport(on);
126 }
127 
Screen_GetViewport()128 ScriptViewport *Screen_GetViewport() {
129 	return _GP(play).GetScriptViewport(0);
130 }
131 
Screen_GetViewportCount()132 int Screen_GetViewportCount() {
133 	return _GP(play).GetRoomViewportCount();
134 }
135 
Screen_GetAnyViewport(int index)136 ScriptViewport *Screen_GetAnyViewport(int index) {
137 	return _GP(play).GetScriptViewport(index);
138 }
139 
Screen_ScreenToRoomPoint(int scrx,int scry)140 ScriptUserObject *Screen_ScreenToRoomPoint(int scrx, int scry) {
141 	data_to_game_coords(&scrx, &scry);
142 
143 	VpPoint vpt = _GP(play).ScreenToRoom(scrx, scry);
144 	if (vpt.second < 0)
145 		return nullptr;
146 
147 	game_to_data_coords(vpt.first.X, vpt.first.Y);
148 	return ScriptStructHelpers::CreatePoint(vpt.first.X, vpt.first.Y);
149 }
150 
Screen_RoomToScreenPoint(int roomx,int roomy)151 ScriptUserObject *Screen_RoomToScreenPoint(int roomx, int roomy) {
152 	data_to_game_coords(&roomx, &roomy);
153 	Point pt = _GP(play).RoomToScreen(roomx, roomy);
154 	game_to_data_coords(pt.X, pt.Y);
155 	return ScriptStructHelpers::CreatePoint(pt.X, pt.Y);
156 }
157 
Sc_Screen_GetScreenHeight(const RuntimeScriptValue * params,int32_t param_count)158 RuntimeScriptValue Sc_Screen_GetScreenHeight(const RuntimeScriptValue *params, int32_t param_count) {
159 	API_SCALL_INT(Screen_GetScreenHeight);
160 }
161 
Sc_Screen_GetScreenWidth(const RuntimeScriptValue * params,int32_t param_count)162 RuntimeScriptValue Sc_Screen_GetScreenWidth(const RuntimeScriptValue *params, int32_t param_count) {
163 	API_SCALL_INT(Screen_GetScreenWidth);
164 }
165 
Sc_Screen_GetAutoSizeViewport(const RuntimeScriptValue * params,int32_t param_count)166 RuntimeScriptValue Sc_Screen_GetAutoSizeViewport(const RuntimeScriptValue *params, int32_t param_count) {
167 	API_SCALL_BOOL(Screen_GetAutoSizeViewport);
168 }
169 
Sc_Screen_SetAutoSizeViewport(const RuntimeScriptValue * params,int32_t param_count)170 RuntimeScriptValue Sc_Screen_SetAutoSizeViewport(const RuntimeScriptValue *params, int32_t param_count) {
171 	API_SCALL_VOID_PBOOL(Screen_SetAutoSizeViewport);
172 }
173 
Sc_Screen_GetViewport(const RuntimeScriptValue * params,int32_t param_count)174 RuntimeScriptValue Sc_Screen_GetViewport(const RuntimeScriptValue *params, int32_t param_count) {
175 	API_SCALL_OBJAUTO(ScriptViewport, Screen_GetViewport);
176 }
177 
Sc_Screen_GetViewportCount(const RuntimeScriptValue * params,int32_t param_count)178 RuntimeScriptValue Sc_Screen_GetViewportCount(const RuntimeScriptValue *params, int32_t param_count) {
179 	API_SCALL_INT(Screen_GetViewportCount);
180 }
181 
Sc_Screen_GetAnyViewport(const RuntimeScriptValue * params,int32_t param_count)182 RuntimeScriptValue Sc_Screen_GetAnyViewport(const RuntimeScriptValue *params, int32_t param_count) {
183 	API_SCALL_OBJAUTO_PINT(ScriptViewport, Screen_GetAnyViewport);
184 }
185 
Sc_Screen_ScreenToRoomPoint(const RuntimeScriptValue * params,int32_t param_count)186 RuntimeScriptValue Sc_Screen_ScreenToRoomPoint(const RuntimeScriptValue *params, int32_t param_count) {
187 	API_SCALL_OBJAUTO_PINT2(ScriptUserObject, Screen_ScreenToRoomPoint);
188 }
189 
Sc_Screen_RoomToScreenPoint(const RuntimeScriptValue * params,int32_t param_count)190 RuntimeScriptValue Sc_Screen_RoomToScreenPoint(const RuntimeScriptValue *params, int32_t param_count) {
191 	API_SCALL_OBJAUTO_PINT2(ScriptUserObject, Screen_RoomToScreenPoint);
192 }
193 
RegisterScreenAPI()194 void RegisterScreenAPI() {
195 	ccAddExternalStaticFunction("Screen::get_Height", Sc_Screen_GetScreenHeight);
196 	ccAddExternalStaticFunction("Screen::get_Width", Sc_Screen_GetScreenWidth);
197 	ccAddExternalStaticFunction("Screen::get_AutoSizeViewportOnRoomLoad", Sc_Screen_GetAutoSizeViewport);
198 	ccAddExternalStaticFunction("Screen::set_AutoSizeViewportOnRoomLoad", Sc_Screen_SetAutoSizeViewport);
199 	ccAddExternalStaticFunction("Screen::get_Viewport", Sc_Screen_GetViewport);
200 	ccAddExternalStaticFunction("Screen::get_ViewportCount", Sc_Screen_GetViewportCount);
201 	ccAddExternalStaticFunction("Screen::geti_Viewports", Sc_Screen_GetAnyViewport);
202 	ccAddExternalStaticFunction("Screen::ScreenToRoomPoint", Sc_Screen_ScreenToRoomPoint);
203 	ccAddExternalStaticFunction("Screen::RoomToScreenPoint", Sc_Screen_RoomToScreenPoint);
204 }
205 
206 } // namespace AGS3
207