529 lines
29 KiB
C++
529 lines
29 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\gscreen.cpv 2.17 16 Oct 1995 16:51:34 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : GSCREEN.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 12/15/94 *
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* *
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* Last Update : January 19, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* GScreenClass::GScreenClass -- Default constructor for GScreenClass. *
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* GScreenClass::One_Time -- Handles one time class setups. *
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* GScreenClass::Init -- Init's the entire display hierarchy by calling all Init routines. *
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* GScreenClass::Init_Clear -- Sets the map to a known state. *
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* GScreenClass::Init_Theater -- Performs theater-specific initializations. *
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* GScreenClass::Init_IO -- Initializes the Button list ('Buttons'). *
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* GScreenClass::Flag_To_Redraw -- Flags the display to be redrawn. *
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* GScreenClass::Blit_Display -- Redraw the display from the hidpage to the seenpage. *
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* GScreenClass::Render -- General drawing dispatcher an display update function. *
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* GScreenClass::Input -- Fetches input and processes gadgets. *
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* GScreenClass::Add_A_Button -- Add a gadget to the game input system. *
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* GScreenClass::Remove_A_Button -- Removes a gadget from the game input system. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include <filepcx.h>
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GadgetClass * GScreenClass::Buttons = 0;
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GraphicBufferClass * GScreenClass::ShadowPage = 0;
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/***********************************************************************************************
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* GScreenClass::GScreenClass -- Default constructor for GScreenClass. *
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* *
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* This constructor merely sets the display system, so that it will redraw the first time *
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* the render function is called. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 12/15/1994 JLB : Created. *
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*=============================================================================================*/
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GScreenClass::GScreenClass(void)
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{
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IsToUpdate = true;
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IsToRedraw = true;
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}
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/***********************************************************************************************
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* GScreenClass::One_Time -- Handles one time class setups. *
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* *
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* This routine (and all those that overload it) must perform truly one-time initialization. *
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* Such init's would normally be done in the constructor, but other aspects of the game may *
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* not have been initialized at the time the constructors are called (such as the file system, *
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* the display, or other WWLIB subsystems), so many initializations should be deferred to the *
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* One_Time init's. *
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* *
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* Any variables set in this routine should be declared as static, so they won't be modified *
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* by the load/save process. Non-static variables will be over-written by a loaded game. *
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* *
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* This function allocates the shadow buffer that is used for quick screen updates. If *
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* there were any data files to load, they would be loaded at this time as well. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: Call this routine only ONCE at the beginning of the game. *
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* *
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* HISTORY: *
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* 12/15/1994 JLB : Created. *
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*=============================================================================================*/
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void GScreenClass::One_Time(void)
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{
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/*
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** Allocate the screen shadow page. This page is used to reduce access to the
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** actual screen memory. It contains a duplicate of what the SEENPAGE is.
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*/
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Buttons = 0;
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ShadowPage = new GraphicBufferClass(320,200);
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if (ShadowPage) {
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ShadowPage->Clear();
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HiddenPage.Clear();
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}
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}
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/***********************************************************************************************
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* GScreenClass::Init -- Init's the entire display hierarchy by calling all Init routines. *
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* *
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* This routine shouldn't be overloaded. It's the main map initialization routine, and will *
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* perform a complete map initialization, from mixfiles to clearing the buffers. Calling this *
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* routine results in calling every initialization routine in the entire map hierarchy. *
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* *
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* INPUT: *
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* theater theater to initialize to *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 12/28/1994 BR : Created. *
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*=============================================================================================*/
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void GScreenClass::Init(TheaterType theater)
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{
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Init_Clear();
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Init_IO();
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Init_Theater(theater);
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}
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/***********************************************************************************************
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* GScreenClass::Init_Clear -- Sets the map to a known state. *
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* *
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* This routine (and those that overload it) clears any buffers and variables to a known *
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* state. It assumes that all buffers are allocated & valid. The map should be displayable *
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* after calling this function, and should draw basically an empty display. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 12/28/1994 BR : Created. *
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*=============================================================================================*/
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void GScreenClass::Init_Clear(void)
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{
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/*
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** Clear the ShadowPage & HidPage to force a complete shadow blit.
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*/
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if (ShadowPage) {
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ShadowPage->Clear();
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HiddenPage.Clear();
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}
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IsToRedraw = true;
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}
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/***********************************************************************************************
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* GScreenClass::Init_Theater -- Performs theater-specific initializations. *
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* *
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* This routine (and those that overload it) performs any theater-specific initializations *
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* needed. This will include setting the palette, setting up remap tables, etc. This routine *
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* only needs to be called when the theater has changed. *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 12/28/1994 BR : Created. *
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*=============================================================================================*/
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void GScreenClass::Init_Theater(TheaterType )
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{
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}
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/***********************************************************************************************
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* GScreenClass::Init_IO -- Initializes the Button list ('Buttons'). *
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* *
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* INPUT: *
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* none. *
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* *
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* OUTPUT: *
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* none. *
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* *
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* WARNINGS: *
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* none. *
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* *
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* HISTORY: *
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* 12/28/1994 BR : Created. *
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*=============================================================================================*/
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void GScreenClass::Init_IO(void)
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{
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/*
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** Reset the button list. This means that any other elements of the map that need
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** buttons must attach them after this routine is called!
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*/
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Buttons = 0;
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}
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/***********************************************************************************************
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* GScreenClass::Flag_To_Redraw -- Flags the display to be redrawn. *
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* *
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* This function is used to flag the display system whether any rendering is needed. The *
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* parameter tells the system either to redraw EVERYTHING, or just that something somewhere *
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* has changed and the individual Draw_It functions must be called. When a sub system *
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* determines that it needs to render something local to itself, it would call this routine *
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* with a false parameter. If the entire screen gets trashed or needs to be rebuilt, then *
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* this routine will be called with a true parameter. *
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* *
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* INPUT: complete -- bool; Should the ENTIRE screen be redrawn? *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: This doesn't actually draw the screen, it merely sets flags so that when the *
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* Render() function is called, the appropriate drawing steps will be performed. *
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* *
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* HISTORY: *
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* 12/15/1994 JLB : Created. *
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*=============================================================================================*/
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void GScreenClass::Flag_To_Redraw(bool complete)
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{
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IsToUpdate = true;
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if (complete) {
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IsToRedraw = true;
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}
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}
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/***********************************************************************************************
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* GScreenClass::Input -- Fetches input and processes gadgets. *
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* *
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* This routine will fetch the keyboard/mouse input and dispatch this through the gadget *
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* system. *
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* *
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* INPUT: key -- Reference to the key code (for future examination). *
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* *
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* x,y -- Reference to mouse coordinates (for future examination). *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/19/1995 JLB : Created. *
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*=============================================================================================*/
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void GScreenClass::Input(KeyNumType & key, int & x, int & y)
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{
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key = Keyboard::Check();
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x = Keyboard::Mouse_X();
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y = Keyboard::Mouse_Y();
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if (Buttons) {
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/*
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** If any buttons need redrawing, they will do so in the Input routine, and
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** they should draw themselves to the HidPage. So, flag ourselves for a Blit
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** to show the newly drawn buttons.
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*/
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if (Buttons->Is_List_To_Redraw()) {
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Flag_To_Redraw(false);
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}
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GraphicViewPortClass * oldpage= Set_Logic_Page(HidPage);
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key = Buttons->Input();
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Set_Logic_Page(oldpage);
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} else {
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if (key) {
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key = Keyboard::Get();
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}
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}
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AI(key, x, y);
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}
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/***********************************************************************************************
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* GScreenClass::Add_A_Button -- Add a gadget to the game input system. *
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* *
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* This will add a gadget to the game input system. The gadget will be processed in *
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* subsiquent calls to the GScreenClass::Input() function. *
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* *
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* INPUT: gadget -- Reference to the gadget that will be added to the input system. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/19/1995 JLB : Created. *
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*=============================================================================================*/
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void GScreenClass::Add_A_Button(GadgetClass & gadget)
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{
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/*------------------------------------------------------------------------
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If this gadget is already in the list, remove it before adding it in:
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- If 1st gadget in list, use Remove_A_Button to remove it, to reset the
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value of 'Buttons' appropriately
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- Otherwise, just call the Remove function for that gadget to remove it
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from any list it may be in
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------------------------------------------------------------------------*/
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if (Buttons == &gadget) {
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Remove_A_Button(gadget);
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} else {
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gadget.Remove();
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}
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/*------------------------------------------------------------------------
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Now add the gadget to our list:
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- If there are not buttons, start the list with this one
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- Otherwise, add it to the tail of the existing list
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------------------------------------------------------------------------*/
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if (Buttons) {
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gadget.Add_Tail(*Buttons);
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} else {
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Buttons = &gadget;
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}
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}
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/***********************************************************************************************
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* GScreenClass::Remove_A_Button -- Removes a gadget from the game input system. *
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* *
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* INPUT: gadget -- Reference to the gadget that will be removed from the input system. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: 'gadget' MUST be already a part of 'Buttons', or the new value of 'Buttons' *
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* will be invalid! *
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* *
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* HISTORY: *
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* 01/19/1995 JLB : Created. *
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*=============================================================================================*/
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void GScreenClass::Remove_A_Button(GadgetClass & gadget)
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{
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Buttons = gadget.Remove();
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}
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/***********************************************************************************************
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* GScreenClass::Render -- General drawing dispatcher an display update function. *
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* *
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* This routine should be called in the main game loop (once every game frame). It will *
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* call the Draw_It() function if necessary. All rendering is performed to the LogicPage *
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* which is set to the HIDPAGE. After rendering has been performed, the HIDPAGE is *
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* copied to the visible page. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: This actually updates the graphic display. As a result it can take quite a *
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* while to perform. *
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* *
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* HISTORY: *
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* 12/15/1994 JLB : Created. *
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*=============================================================================================*/
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void GScreenClass::Render(void)
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{
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//if (Buttons && Buttons->Is_List_To_Redraw()) {
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// IsToRedraw = true;
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//}
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if (IsToUpdate || IsToRedraw) {
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//WWMouse->Erase_Mouse(&HidPage, TRUE);
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GraphicViewPortClass * oldpage= Set_Logic_Page(HidPage);
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//if (IsToRedraw) {
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// Hide_Mouse();
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// SeenBuff.To_Buffer(0, 0, 320, 200, ShadowPage);
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// Show_Mouse();
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//}
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Draw_It(IsToRedraw);
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if (Buttons) Buttons->Draw_All(false);
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#ifdef SCENARIO_EDITOR
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/*
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** Draw the Editor's buttons
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*/
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if (Debug_Map) {
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if (Buttons) {
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Buttons->Draw_All();
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}
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}
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#endif
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/*
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** Draw the multiplayer message system to the Hidpage at this point.
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** This way, they'll Blit along with the rest of the map.
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*/
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if (Messages.Num_Messages() > 0) {
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Messages.Set_Width(Lepton_To_Cell(Map.TacLeptonWidth) * ICON_PIXEL_W);
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}
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Messages.Draw();
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//Blit_Display(); // 5/19/20 SKY - Skip copying to scene page, we can get the data directly from hidden page
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IsToUpdate = false;
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IsToRedraw = false;
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Set_Logic_Page(oldpage);
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}
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}
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#ifdef CHEAT_KEYS
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#define MAX_SCREENS_SAVED 30*15 // Enough for 30 seconds @ 15 fps
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GraphicBufferClass *ScreenList[MAX_SCREENS_SAVED];
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int CurrentScreen = 0;
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bool ScreenRecording = false;
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void Add_Current_Screen(void)
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{
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#if (0) // ST - 1/2/2019 5:51PM
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if (ScreenRecording){
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ScreenList[CurrentScreen] = new GraphicBufferClass;
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ScreenList[CurrentScreen]->Init ( SeenBuff.Get_Width(), SeenBuff.Get_Height(), NULL, 0, (GBC_Enum) 0);
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SeenBuff.Blit (*ScreenList[CurrentScreen]);
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CurrentScreen++;
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if (CurrentScreen == MAX_SCREENS_SAVED){
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char filename[20];
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for (int i = 0 ; i < MAX_SCREENS_SAVED ; i++){
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sprintf (filename, "SCRN%04d.PCX", i);
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Write_PCX_File (filename,*ScreenList[i], (unsigned char *)CurrentPalette);
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delete ScreenList[i];
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}
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CurrentScreen = 0;
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ScreenRecording = 0;
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}
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}
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#endif
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}
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#endif //CHEAT_KEYS
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extern bool CanVblankSync;
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/***********************************************************************************************
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* GScreenClass::Blit_Display -- Redraw the display from the hidpage to the seenpage. *
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* *
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* This routine is used to copy the correct display from the HIDPAGE *
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* to the SEENPAGE. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 02/14/1994 JLB : Created. *
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* 05/01/1994 JLB : Converted to member function. *
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*=============================================================================================*/
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void GScreenClass::Blit_Display(void)
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{
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if (SeenBuff.Get_Width()!=320){
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#if (0)
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if (HidPage.Get_IsDirectDraw() && (Options.GameSpeed >1 || Options.ScrollRate==6 && CanVblankSync) ){
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WWMouse->Draw_Mouse(&HidPage);
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SeenBuff.Get_Graphic_Buffer()->Get_DD_Surface()->Flip(NULL , DDFLIP_WAIT);
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SeenBuff.Blit (HidPage , 0 , 0 , 0 , 0 , SeenBuff.Get_Width() , SeenBuff.Get_Height() , (BOOL) FALSE );
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#ifdef CHEAT_KEYS
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Add_Current_Screen();
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#endif
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//HidPage.Blit ( SeenBuff , 0 , 0 , 0 , 0 , HidPage.Get_Width() , HidPage.Get_Height() , (BOOL) FALSE );
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WWMouse->Erase_Mouse(&HidPage, FALSE);
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}else{
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#else //(0)
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WWMouse->Draw_Mouse(&HidPage);
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HidPage.Blit ( SeenBuff , 0 , 0 , 0 , 0 , HidPage.Get_Width() , HidPage.Get_Height() , (BOOL) FALSE );
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#ifdef CHEAT_KEYS
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Add_Current_Screen();
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#endif
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WWMouse->Erase_Mouse(&HidPage, FALSE);
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#endif //(0)
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#if (0)
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}
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#endif //(0)
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} else {
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// ST - 1/2/2019 5:26PM
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//ModeX_Blit (&HiddenPage);
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}
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}
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