本文整理汇总了C++中GfxView::adjustToUpscaledCoordinates方法的典型用法代码示例。如果您正苦于以下问题:C++ GfxView::adjustToUpscaledCoordinates方法的具体用法?C++ GfxView::adjustToUpscaledCoordinates怎么用?C++ GfxView::adjustToUpscaledCoordinates使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GfxView
的用法示例。
在下文中一共展示了GfxView::adjustToUpscaledCoordinates方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: kernelFrameout
void GfxFrameout::kernelFrameout() {
if (g_sci->_robotDecoder->isVideoLoaded()) {
showVideo();
return;
}
_palette->palVaryUpdate();
for (PlaneList::iterator it = _planes.begin(); it != _planes.end(); it++) {
reg_t planeObject = it->object;
// Draw any plane lines, if they exist
// These are drawn on invisible planes as well. (e.g. "invisiblePlane" in LSL6 hires)
// FIXME: Lines aren't always drawn (e.g. when the narrator speaks in LSL6 hires).
// Perhaps something is painted over them?
for (PlaneLineList::iterator it2 = it->lines.begin(); it2 != it->lines.end(); ++it2) {
Common::Point startPoint = it2->startPoint;
Common::Point endPoint = it2->endPoint;
_coordAdjuster->kernelLocalToGlobal(startPoint.x, startPoint.y, it->object);
_coordAdjuster->kernelLocalToGlobal(endPoint.x, endPoint.y, it->object);
_screen->drawLine(startPoint, endPoint, it2->color, it2->priority, it2->control);
}
int16 planeLastPriority = it->lastPriority;
// Update priority here, sq6 sets it w/o UpdatePlane
int16 planePriority = it->priority = readSelectorValue(_segMan, planeObject, SELECTOR(priority));
it->lastPriority = planePriority;
if (planePriority < 0) { // Plane currently not meant to be shown
// If plane was shown before, delete plane rect
if (planePriority != planeLastPriority)
_paint32->fillRect(it->planeRect, 0);
continue;
}
// There is a race condition lurking in SQ6, which causes the game to hang in the intro, when teleporting to Polysorbate LX.
// Since I first wrote the patch, the race has stopped occurring for me though.
// I'll leave this for investigation later, when someone can reproduce.
//if (it->pictureId == kPlanePlainColored) // FIXME: This is what SSCI does, and fixes the intro of LSL7, but breaks the dialogs in GK1 (adds black boxes)
if (it->pictureId == kPlanePlainColored && (it->planeBack || g_sci->getGameId() != GID_GK1))
_paint32->fillRect(it->planeRect, it->planeBack);
_coordAdjuster->pictureSetDisplayArea(it->planeRect);
// Invoking drewPicture() with an invalid picture ID in SCI32 results in
// invalidating the palVary palette when a palVary effect is active. This
// is quite obvious in QFG4, where the day time palette is incorrectly
// shown when exiting the caves, and the correct night time palette
// flashes briefly each time that kPalVaryInit is called.
if (it->pictureId != 0xFFFF)
_palette->drewPicture(it->pictureId);
FrameoutList itemList;
createPlaneItemList(planeObject, itemList);
for (FrameoutList::iterator listIterator = itemList.begin(); listIterator != itemList.end(); listIterator++) {
FrameoutEntry *itemEntry = *listIterator;
if (!itemEntry->visible)
continue;
if (itemEntry->object.isNull()) {
// Picture cel data
_coordAdjuster->fromScriptToDisplay(itemEntry->y, itemEntry->x);
_coordAdjuster->fromScriptToDisplay(itemEntry->picStartY, itemEntry->picStartX);
if (!isPictureOutOfView(itemEntry, it->planeRect, it->planeOffsetX, it->planeOffsetY))
drawPicture(itemEntry, it->planeOffsetX, it->planeOffsetY, it->planePictureMirrored);
} else {
GfxView *view = (itemEntry->viewId != 0xFFFF) ? _cache->getView(itemEntry->viewId) : NULL;
int16 dummyX = 0;
if (view && view->isSci2Hires()) {
view->adjustToUpscaledCoordinates(itemEntry->y, itemEntry->x);
view->adjustToUpscaledCoordinates(itemEntry->z, dummyX);
} else if (getSciVersion() >= SCI_VERSION_2_1) {
_coordAdjuster->fromScriptToDisplay(itemEntry->y, itemEntry->x);
_coordAdjuster->fromScriptToDisplay(itemEntry->z, dummyX);
}
// Adjust according to current scroll position
itemEntry->x -= it->planeOffsetX;
itemEntry->y -= it->planeOffsetY;
uint16 useInsetRect = readSelectorValue(_segMan, itemEntry->object, SELECTOR(useInsetRect));
if (useInsetRect) {
itemEntry->celRect.top = readSelectorValue(_segMan, itemEntry->object, SELECTOR(inTop));
itemEntry->celRect.left = readSelectorValue(_segMan, itemEntry->object, SELECTOR(inLeft));
itemEntry->celRect.bottom = readSelectorValue(_segMan, itemEntry->object, SELECTOR(inBottom));
itemEntry->celRect.right = readSelectorValue(_segMan, itemEntry->object, SELECTOR(inRight));
if (view && view->isSci2Hires()) {
view->adjustToUpscaledCoordinates(itemEntry->celRect.top, itemEntry->celRect.left);
view->adjustToUpscaledCoordinates(itemEntry->celRect.bottom, itemEntry->celRect.right);
}
itemEntry->celRect.translate(itemEntry->x, itemEntry->y);
// TODO: maybe we should clip the cels rect with this, i'm not sure
// the only currently known usage is game menu of gk1
} else if (view) {
// Process global scaling, if needed.
//.........这里部分代码省略.........