scummvm/sword2/driver/palette.cpp

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/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
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#include "sword2/sword2.h"
#include "sword2/driver/d_draw.h"
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namespace Sword2 {
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uint8 Graphics::getMatch(uint8 r, uint8 g, uint8 b) {
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int32 diff;
int32 min;
int16 diffred, diffgreen, diffblue;
int16 i;
uint8 minIndex;
diffred = _palCopy[0][0] - r;
diffgreen = _palCopy[0][1] - g;
diffblue = _palCopy[0][2] - b;
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diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue;
min = diff;
minIndex = 0;
if (diff > 0) {
for (i = 1; i < 256; i++) {
diffred = _palCopy[i][0] - r;
diffgreen = _palCopy[i][1] - g;
diffblue = _palCopy[i][2] - b;
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diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue;
if (diff < min) {
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min = diff;
minIndex = (uint8) i;
if (min == 0)
break;
}
}
}
// Here, minIndex is the index of the matchpalette which is closest.
return minIndex;
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}
/**
* Sets or creates a table of palette indices which will be searched later for
* a quick palette match.
* @param data either the palette match table, or NULL to create a new table
* from the current palCopy
*/
void Graphics::updatePaletteMatchTable(uint8 *data) {
if (!data) {
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int16 red, green, blue;
uint8 *p;
// Create palette match table
// FIXME: Does this case ever happen?
p = &_paletteMatch[0];
for (red = 0; red < 256; red += 4) {
for (green = 0; green < 256; green += 4) {
for (blue = 0; blue < 256; blue += 4) {
*p++ = getMatch((uint8) red, (uint8) green, (uint8) blue);
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}
}
}
} else {
// The provided data is the new palette match table
memcpy(_paletteMatch, data, PALTABLESIZE);
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}
}
/**
* Matches a colour triplet to a palette index.
* @param r red colour component
* @param g green colour component
* @param b blue colour component
* @return the palette index of the closest matching colour in the palette
*/
// FIXME: This used to be inlined - probably a good idea - but the
// linker complained when I tried to use it in sprite.cpp.
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uint8 Graphics::quickMatch(uint8 r, uint8 g, uint8 b) {
return _paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
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}
/**
* Sets the palette.
* @param startEntry the first colour entry to set
* @param noEntries the number of colour entries to set
* @param colourTable the new colour entries
*/
void Graphics::setPalette(int16 startEntry, int16 noEntries, uint8 *colourTable, uint8 fadeNow) {
if (noEntries) {
memcpy(&_palCopy[startEntry][0], colourTable, noEntries * 4);
if (fadeNow == RDPAL_INSTANT) {
_vm->_system->set_palette((const byte *) _palCopy, startEntry, noEntries);
setNeedFullRedraw();
}
} else {
_vm->_system->set_palette((const byte *) _palCopy, 0, 256);
setNeedFullRedraw();
}
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}
void Graphics::dimPalette(void) {
byte *p = (byte *) _palCopy;
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for (int i = 0; i < 256 * 4; i++)
p[i] /= 2;
_vm->_system->set_palette(p, 0, 256);
setNeedFullRedraw();
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}
/**
* Fades the palette up from black to the current palette.
* @param time the time it will take the palette to fade up
*/
int32 Graphics::fadeUp(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
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_fadeTotalTime = (int32) (time * 1000);
_fadeStatus = RDFADE_UP;
_fadeStartTime = _vm->_system->get_msecs();
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return RD_OK;
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}
/**
* Fades the palette down to black from the current palette.
* @param time the time it will take the palette to fade down
*/
int32 Graphics::fadeDown(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
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_fadeTotalTime = (int32) (time * 1000);
_fadeStatus = RDFADE_DOWN;
_fadeStartTime = _vm->_system->get_msecs();
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return RD_OK;
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}
/**
* Get the current fade status
* @return RDFADE_UP (fading up), RDFADE_DOWN (fading down), RDFADE_NONE
* (not faded), or RDFADE_BLACK (completely faded down)
*/
uint8 Graphics::getFadeStatus(void) {
return _fadeStatus;
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}
void Graphics::waitForFade(void) {
while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK) {
updateDisplay();
_vm->_system->delay_msecs(20);
}
}
void Graphics::fadeServer(void) {
static int32 previousTime = 0;
const byte *newPalette = (const byte *) _fadePalette;
int32 currentTime;
int16 fadeMultiplier;
int16 i;
// This used to be called through a timer, but is now called from
// ServiceWindows() instead, since that's the only place where we
// actually update the screen.
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// If we're not in the process of fading, do nothing.
if (getFadeStatus() != RDFADE_UP && getFadeStatus() != RDFADE_DOWN)
return;
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// I don't know if this is necessary, but let's limit how often the
// palette is updated, just to be safe.
currentTime = _vm->_system->get_msecs();
if (currentTime - previousTime <= 25)
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return;
previousTime = currentTime;
if (getFadeStatus() == RDFADE_UP) {
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
_fadeStatus = RDFADE_NONE;
newPalette = (const byte *) _palCopy;
} else {
fadeMultiplier = (int16) (((int32) (currentTime - _fadeStartTime) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
_fadePalette[i][0] = (_palCopy[i][0] * fadeMultiplier) >> 8;
_fadePalette[i][1] = (_palCopy[i][1] * fadeMultiplier) >> 8;
_fadePalette[i][2] = (_palCopy[i][2] * fadeMultiplier) >> 8;
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}
}
} else {
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
_fadeStatus = RDFADE_BLACK;
memset(_fadePalette, 0, sizeof(_fadePalette));
} else {
fadeMultiplier = (int16) (((int32) (_fadeTotalTime - (currentTime - _fadeStartTime)) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
_fadePalette[i][0] = (_palCopy[i][0] * fadeMultiplier) >> 8;
_fadePalette[i][1] = (_palCopy[i][1] * fadeMultiplier) >> 8;
_fadePalette[i][2] = (_palCopy[i][2] * fadeMultiplier) >> 8;
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}
}
}
_vm->_system->set_palette(newPalette, 0, 256);
setNeedFullRedraw();
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}
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} // End of namespace Sword2