scummvm/engines/agi/graphics.cpp

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/* ScummVM - Graphic Adventure Engine
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*
* 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/file.h"
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#include "graphics/cursorman.h"
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#include "agi/agi.h"
#include "agi/graphics.h"
namespace Agi {
#define DEV_X0(x) ((x) << 1)
#define DEV_X1(x) (((x) << 1) + 1)
#define DEV_Y(x) (x)
#ifndef MAX_INT
# define MAX_INT (int)((unsigned)~0 >> 1)
#endif
#include "agi/font.h"
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/**
* 16 color RGB palette (plus 16 transparent colors).
* This array contains the 6-bit RGB values of the EGA palette exported
* to the console drivers.
*/
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static const uint8 egaPalette[16 * 3] = {
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0x00, 0x00, 0x00,
0x00, 0x00, 0x2a,
0x00, 0x2a, 0x00,
0x00, 0x2a, 0x2a,
0x2a, 0x00, 0x00,
0x2a, 0x00, 0x2a,
0x2a, 0x15, 0x00,
0x2a, 0x2a, 0x2a,
0x15, 0x15, 0x15,
0x15, 0x15, 0x3f,
0x15, 0x3f, 0x15,
0x15, 0x3f, 0x3f,
0x3f, 0x15, 0x15,
0x3f, 0x15, 0x3f,
0x3f, 0x3f, 0x15,
0x3f, 0x3f, 0x3f
};
/**
* Atari ST AGI palette.
* Used by all of the tested Atari ST AGI games
* from Donald Duck's Playground (1986) to Manhunter II (1989).
* 16 RGB colors. 3 bits per color component.
*/
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static const uint8 atariStAgiPalette[16 * 3] = {
0x0, 0x0, 0x0,
0x0, 0x0, 0x7,
0x0, 0x4, 0x0,
0x0, 0x5, 0x4,
0x5, 0x0, 0x0,
0x5, 0x3, 0x6,
0x4, 0x3, 0x0,
0x5, 0x5, 0x5,
0x3, 0x3, 0x2,
0x0, 0x5, 0x7,
0x0, 0x6, 0x0,
0x0, 0x7, 0x6,
0x7, 0x2, 0x3,
0x7, 0x4, 0x7,
0x7, 0x7, 0x4,
0x7, 0x7, 0x7
};
/**
* Second generation Apple IIGS AGI palette.
* A 16-color, 12-bit RGB palette.
*
* Used by at least the following Apple IIGS AGI versions:
* 1.003 (Leisure Suit Larry I v1.0E, intro says 1987)
* 1.005 (AGI Demo 2 1987-06-30?)
* 1.006 (King's Quest I v1.0S 1988-02-23)
* 1.007 (Police Quest I v2.0B 1988-04-21 8:00am)
* 1.013 (King's Quest II v2.0A 1988-06-16 (CE))
* 1.013 (Mixed-Up Mother Goose v2.0A 1988-05-31 10:00am)
* 1.014 (King's Quest III v2.0A 1988-08-28 (CE))
* 1.014 (Space Quest II v2.0A, LOGIC.141 says 1988)
* 2.004 (Manhunter I v2.0E 1988-10-05 (CE))
* 2.006 (King's Quest IV v1.0K 1988-11-22 (CE))
* 3.001 (Black Cauldron v1.0O 1989-02-24 (CE))
* 3.003 (Gold Rush! v1.0M 1989-02-28 (CE))
*/
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static const uint8 appleIIgsAgiPaletteV2[16 * 3] = {
0x0, 0x0, 0x0,
0x0, 0x0, 0xF,
0x0, 0x8, 0x0,
0x0, 0xD, 0xB,
0xC, 0x0, 0x0,
0xB, 0x7, 0xD,
0x8, 0x5, 0x0,
0xB, 0xB, 0xB,
0x7, 0x7, 0x7,
0x0, 0xB, 0xF,
0x0, 0xE, 0x0,
0x0, 0xF, 0xD,
0xF, 0x9, 0x8,
0xD, 0x9, 0xF, // Only this differs from the 1st generation palette
0xE, 0xE, 0x0,
0xF, 0xF, 0xF
};
/**
* First generation Amiga & Apple IIGS AGI palette.
* A 16-color, 12-bit RGB palette.
*
* Used by at least the following Amiga AGI versions:
* 2.082 (King's Quest I v1.0U 1986)
* 2.082 (Space Quest I v1.2 1986)
* 2.090 (King's Quest III v1.01 1986-11-08)
* 2.107 (King's Quest II v2.0J 1987-01-29)
* x.yyy (Black Cauldron v2.00 1987-06-14)
* x.yyy (Larry I v1.05 1987-06-26)
*
* Also used by at least the following Apple IIGS AGI versions:
* 1.002 (Space Quest I, intro says v2.2 1987)
*/
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static const uint8 amigaAgiPaletteV1[16 * 3] = {
0x0, 0x0, 0x0,
0x0, 0x0, 0xF,
0x0, 0x8, 0x0,
0x0, 0xD, 0xB,
0xC, 0x0, 0x0,
0xB, 0x7, 0xD,
0x8, 0x5, 0x0,
0xB, 0xB, 0xB,
0x7, 0x7, 0x7,
0x0, 0xB, 0xF,
0x0, 0xE, 0x0,
0x0, 0xF, 0xD,
0xF, 0x9, 0x8,
0xF, 0x7, 0x0,
0xE, 0xE, 0x0,
0xF, 0xF, 0xF
};
/**
* Second generation Amiga AGI palette.
* A 16-color, 12-bit RGB palette.
*
* Used by at least the following Amiga AGI versions:
* 2.202 (Space Quest II v2.0F. Intro says 1988. ScummVM 0.10.0 detects as 1986-12-09)
*/
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static const uint8 amigaAgiPaletteV2[16 * 3] = {
0x0, 0x0, 0x0,
0x0, 0x0, 0xF,
0x0, 0x8, 0x0,
0x0, 0xD, 0xB,
0xC, 0x0, 0x0,
0xB, 0x7, 0xD,
0x8, 0x5, 0x0,
0xB, 0xB, 0xB,
0x7, 0x7, 0x7,
0x0, 0xB, 0xF,
0x0, 0xE, 0x0,
0x0, 0xF, 0xD,
0xF, 0x9, 0x8,
0xD, 0x0, 0xF,
0xE, 0xE, 0x0,
0xF, 0xF, 0xF
};
/**
* Third generation Amiga AGI palette.
* A 16-color, 12-bit RGB palette.
*
* Used by at least the following Amiga AGI versions:
* 2.310 (Police Quest I v2.0B 1989-02-22)
* 2.316 (Gold Rush! v2.05 1989-03-09)
* x.yyy (Manhunter I v1.06 1989-03-18)
* 2.333 (Manhunter II v3.06 1989-08-17)
* 2.333 (King's Quest III v2.15 1989-11-15)
*/
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static const uint8 amigaAgiPaletteV3[16 * 3] = {
0x0, 0x0, 0x0,
0x0, 0x0, 0xB,
0x0, 0xB, 0x0,
0x0, 0xB, 0xB,
0xB, 0x0, 0x0,
0xB, 0x0, 0xB,
0xC, 0x7, 0x0,
0xB, 0xB, 0xB,
0x7, 0x7, 0x7,
0x0, 0x0, 0xF,
0x0, 0xF, 0x0,
0x0, 0xF, 0xF,
0xF, 0x0, 0x0,
0xF, 0x0, 0xF,
0xF, 0xF, 0x0,
0xF, 0xF, 0xF
};
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/**
* 16 color amiga-ish palette.
*/
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static const uint8 newPalette[16 * 3] = {
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0x00, 0x00, 0x00,
0x00, 0x00, 0x3f,
0x00, 0x2A, 0x00,
0x00, 0x2A, 0x2A,
0x33, 0x00, 0x00,
0x2f, 0x1c, 0x37,
0x23, 0x14, 0x00,
0x2f, 0x2f, 0x2f,
0x15, 0x15, 0x15,
0x00, 0x2f, 0x3f,
0x00, 0x33, 0x15,
0x15, 0x3F, 0x3F,
0x3f, 0x27, 0x23,
0x3f, 0x15, 0x3f,
0x3b, 0x3b, 0x00,
0x3F, 0x3F, 0x3F
};
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/**
* 256 color palette used with AGI256 and AGI256-2 games.
* Uses full 8 bits per color component.
*/
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static const uint8 vgaPalette[256 * 3] = {
0x00, 0x00, 0x00,
0x00, 0x00, 0xA8,
0x00, 0xA8, 0x00,
0x00, 0xA8, 0xA8,
0xA8, 0x00, 0x00,
0xA8, 0x00, 0xA8,
0xA8, 0x54, 0x00,
0xA8, 0xA8, 0xA8,
0x54, 0x54, 0x54,
0x54, 0x54, 0xFC,
0x54, 0xFC, 0x54,
0x54, 0xFC, 0xFC,
0xFC, 0x54, 0x54,
0xFC, 0x54, 0xFC,
0xFC, 0xFC, 0x54,
0xFC, 0xFC, 0xFC,
0x00, 0x00, 0x00,
0x14, 0x14, 0x14,
0x20, 0x20, 0x20,
0x2C, 0x2C, 0x2C,
0x38, 0x38, 0x38,
0x44, 0x44, 0x44,
0x50, 0x50, 0x50,
0x60, 0x60, 0x60,
0x70, 0x70, 0x70,
0x80, 0x80, 0x80,
0x90, 0x90, 0x90,
0xA0, 0xA0, 0xA0,
0xB4, 0xB4, 0xB4,
0xC8, 0xC8, 0xC8,
0xE0, 0xE0, 0xE0,
0xFC, 0xFC, 0xFC,
0x00, 0x00, 0xFC,
0x40, 0x00, 0xFC,
0x7C, 0x00, 0xFC,
0xBC, 0x00, 0xFC,
0xFC, 0x00, 0xFC,
0xFC, 0x00, 0xBC,
0xFC, 0x00, 0x7C,
0xFC, 0x00, 0x40,
0xFC, 0x00, 0x00,
0xFC, 0x40, 0x00,
0xFC, 0x7C, 0x00,
0xFC, 0xBC, 0x00,
0xFC, 0xFC, 0x00,
0xBC, 0xFC, 0x00,
0x7C, 0xFC, 0x00,
0x40, 0xFC, 0x00,
0x00, 0xFC, 0x00,
0x00, 0xFC, 0x40,
0x00, 0xFC, 0x7C,
0x00, 0xFC, 0xBC,
0x00, 0xFC, 0xFC,
0x00, 0xBC, 0xFC,
0x00, 0x7C, 0xFC,
0x00, 0x40, 0xFC,
0x7C, 0x7C, 0xFC,
0x9C, 0x7C, 0xFC,
0xBC, 0x7C, 0xFC,
0xDC, 0x7C, 0xFC,
0xFC, 0x7C, 0xFC,
0xFC, 0x7C, 0xDC,
0xFC, 0x7C, 0xBC,
0xFC, 0x7C, 0x9C,
0xFC, 0x7C, 0x7C,
0xFC, 0x9C, 0x7C,
0xFC, 0xBC, 0x7C,
0xFC, 0xDC, 0x7C,
0xFC, 0xFC, 0x7C,
0xDC, 0xFC, 0x7C,
0xBC, 0xFC, 0x7C,
0x9C, 0xFC, 0x7C,
0x7C, 0xFC, 0x7C,
0x7C, 0xFC, 0x9C,
0x7C, 0xFC, 0xBC,
0x7C, 0xFC, 0xDC,
0x7C, 0xFC, 0xFC,
0x7C, 0xDC, 0xFC,
0x7C, 0xBC, 0xFC,
0x7C, 0x9C, 0xFC,
0xB4, 0xB4, 0xFC,
0xC4, 0xB4, 0xFC,
0xD8, 0xB4, 0xFC,
0xE8, 0xB4, 0xFC,
0xFC, 0xB4, 0xFC,
0xFC, 0xB4, 0xE8,
0xFC, 0xB4, 0xD8,
0xFC, 0xB4, 0xC4,
0xFC, 0xB4, 0xB4,
0xFC, 0xC4, 0xB4,
0xFC, 0xD8, 0xB4,
0xFC, 0xE8, 0xB4,
0xFC, 0xFC, 0xB4,
0xE8, 0xFC, 0xB4,
0xD8, 0xFC, 0xB4,
0xC4, 0xFC, 0xB4,
0xB4, 0xFC, 0xB4,
0xB4, 0xFC, 0xC4,
0xB4, 0xFC, 0xD8,
0xB4, 0xFC, 0xE8,
0xB4, 0xFC, 0xFC,
0xB4, 0xE8, 0xFC,
0xB4, 0xD8, 0xFC,
0xB4, 0xC4, 0xFC,
0x00, 0x00, 0x70,
0x1C, 0x00, 0x70,
0x38, 0x00, 0x70,
0x54, 0x00, 0x70,
0x70, 0x00, 0x70,
0x70, 0x00, 0x54,
0x70, 0x00, 0x38,
0x70, 0x00, 0x1C,
0x70, 0x00, 0x00,
0x70, 0x1C, 0x00,
0x70, 0x38, 0x00,
0x70, 0x54, 0x00,
0x70, 0x70, 0x00,
0x54, 0x70, 0x00,
0x38, 0x70, 0x00,
0x1C, 0x70, 0x00,
0x00, 0x70, 0x00,
0x00, 0x70, 0x1C,
0x00, 0x70, 0x38,
0x00, 0x70, 0x54,
0x00, 0x70, 0x70,
0x00, 0x54, 0x70,
0x00, 0x38, 0x70,
0x00, 0x1C, 0x70,
0x38, 0x38, 0x70,
0x44, 0x38, 0x70,
0x54, 0x38, 0x70,
0x60, 0x38, 0x70,
0x70, 0x38, 0x70,
0x70, 0x38, 0x60,
0x70, 0x38, 0x54,
0x70, 0x38, 0x44,
0x70, 0x38, 0x38,
0x70, 0x44, 0x38,
0x70, 0x54, 0x38,
0x70, 0x60, 0x38,
0x70, 0x70, 0x38,
0x60, 0x70, 0x38,
0x54, 0x70, 0x38,
0x44, 0x70, 0x38,
0x38, 0x70, 0x38,
0x38, 0x70, 0x44,
0x38, 0x70, 0x54,
0x38, 0x70, 0x60,
0x38, 0x70, 0x70,
0x38, 0x60, 0x70,
0x38, 0x54, 0x70,
0x38, 0x44, 0x70,
0x50, 0x50, 0x70,
0x58, 0x50, 0x70,
0x60, 0x50, 0x70,
0x68, 0x50, 0x70,
0x70, 0x50, 0x70,
0x70, 0x50, 0x68,
0x70, 0x50, 0x60,
0x70, 0x50, 0x58,
0x70, 0x50, 0x50,
0x70, 0x58, 0x50,
0x70, 0x60, 0x50,
0x70, 0x68, 0x50,
0x70, 0x70, 0x50,
0x68, 0x70, 0x50,
0x60, 0x70, 0x50,
0x58, 0x70, 0x50,
0x50, 0x70, 0x50,
0x50, 0x70, 0x58,
0x50, 0x70, 0x60,
0x50, 0x70, 0x68,
0x50, 0x70, 0x70,
0x50, 0x68, 0x70,
0x50, 0x60, 0x70,
0x50, 0x58, 0x70,
0x00, 0x00, 0x40,
0x10, 0x00, 0x40,
0x20, 0x00, 0x40,
0x30, 0x00, 0x40,
0x40, 0x00, 0x40,
0x40, 0x00, 0x30,
0x40, 0x00, 0x20,
0x40, 0x00, 0x10,
0x40, 0x00, 0x00,
0x40, 0x10, 0x00,
0x40, 0x20, 0x00,
0x40, 0x30, 0x00,
0x40, 0x40, 0x00,
0x30, 0x40, 0x00,
0x20, 0x40, 0x00,
0x10, 0x40, 0x00,
0x00, 0x40, 0x00,
0x00, 0x40, 0x10,
0x00, 0x40, 0x20,
0x00, 0x40, 0x30,
0x00, 0x40, 0x40,
0x00, 0x30, 0x40,
0x00, 0x20, 0x40,
0x00, 0x10, 0x40,
0x20, 0x20, 0x40,
0x28, 0x20, 0x40,
0x30, 0x20, 0x40,
0x38, 0x20, 0x40,
0x40, 0x20, 0x40,
0x40, 0x20, 0x38,
0x40, 0x20, 0x30,
0x40, 0x20, 0x28,
0x40, 0x20, 0x20,
0x40, 0x28, 0x20,
0x40, 0x30, 0x20,
0x40, 0x38, 0x20,
0x40, 0x40, 0x20,
0x38, 0x40, 0x20,
0x30, 0x40, 0x20,
0x28, 0x40, 0x20,
0x20, 0x40, 0x20,
0x20, 0x40, 0x28,
0x20, 0x40, 0x30,
0x20, 0x40, 0x38,
0x20, 0x40, 0x40,
0x20, 0x38, 0x40,
0x20, 0x30, 0x40,
0x20, 0x28, 0x40,
0x2C, 0x2C, 0x40,
0x30, 0x2C, 0x40,
0x34, 0x2C, 0x40,
0x3C, 0x2C, 0x40,
0x40, 0x2C, 0x40,
0x40, 0x2C, 0x3C,
0x40, 0x2C, 0x34,
0x40, 0x2C, 0x30,
0x40, 0x2C, 0x2C,
0x40, 0x30, 0x2C,
0x40, 0x34, 0x2C,
0x40, 0x3C, 0x2C,
0x40, 0x40, 0x2C,
0x3C, 0x40, 0x2C,
0x34, 0x40, 0x2C,
0x30, 0x40, 0x2C,
0x2C, 0x40, 0x2C,
0x2C, 0x40, 0x30,
0x2C, 0x40, 0x34,
0x2C, 0x40, 0x3C,
0x2C, 0x40, 0x40,
0x2C, 0x3C, 0x40,
0x2C, 0x34, 0x40,
0x2C, 0x30, 0x40,
0x40, 0x40, 0x40,
0x38, 0x38, 0x38,
0x30, 0x30, 0x30,
0x28, 0x28, 0x28,
0x24, 0x24, 0x24,
0x1C, 0x1C, 0x1C,
0x14, 0x14, 0x14,
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0x0C, 0x0C, 0x0C
};
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static const uint16 cgaMap[16] = {
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0x0000, /* 0 - black */
0x0d00, /* 1 - blue */
0x0b00, /* 2 - green */
0x0f00, /* 3 - cyan */
0x000b, /* 4 - red */
0x0b0d, /* 5 - magenta */
0x000d, /* 6 - brown */
0x0b0b, /* 7 - gray */
0x0d0d, /* 8 - dark gray */
0x0b0f, /* 9 - light blue */
0x0b0d, /* 10 - light green */
0x0f0d, /* 11 - light cyan */
0x0f0d, /* 12 - light red */
0x0f00, /* 13 - light magenta */
0x0f0b, /* 14 - yellow */
0x0f0f /* 15 - white */
};
struct UpdateBlock {
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int x1, y1;
int x2, y2;
};
static struct UpdateBlock update = {
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MAX_INT, MAX_INT, 0, 0
};
GfxMgr::GfxMgr(AgiBase *vm) : _vm(vm) {
_shakeH = NULL;
_shakeV = NULL;
_agipalFileNum = 0;
_currentCursorPalette = 0; // cursor palette not set
}
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/*
* Layer 4: 640x480? ================== User display
* ^
* | do_update(), put_block()
* |
* Layer 3: 640x480? ================== Framebuffer
* ^
* | flush_block(), put_pixels()
* |
* Layer 2: 320x200 ================== AGI engine screen (console), put_pixel()
* |
* Layer 1: 160x336 ================== AGI screen
*
* Upper half (160x168) of Layer 1 is for the normal 16 color & control line/priority info.
* Lower half (160x168) of Layer 1 is for the 256 color information (Used with AGI256 & AGI256-2).
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*/
#define SHAKE_MAG 3
void GfxMgr::shakeStart() {
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int i;
if ((_shakeH = (uint8 *)malloc(GFX_WIDTH * SHAKE_MAG)) == NULL)
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return;
if ((_shakeV = (uint8 *)malloc(SHAKE_MAG * (GFX_HEIGHT - SHAKE_MAG))) == NULL) {
free(_shakeH);
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return;
}
for (i = 0; i < GFX_HEIGHT - SHAKE_MAG; i++) {
memcpy(_shakeV + i * SHAKE_MAG, _agiScreen + i * GFX_WIDTH, SHAKE_MAG);
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}
for (i = 0; i < SHAKE_MAG; i++) {
memcpy(_shakeH + i * GFX_WIDTH, _agiScreen + i * GFX_WIDTH, GFX_WIDTH);
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}
}
void GfxMgr::shakeScreen(int n) {
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int i;
if (n == 0) {
for (i = 0; i < (GFX_HEIGHT - SHAKE_MAG); i++) {
memmove(&_agiScreen[GFX_WIDTH * i],
&_agiScreen[GFX_WIDTH * (i + SHAKE_MAG) + SHAKE_MAG],
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GFX_WIDTH - SHAKE_MAG);
}
} else {
for (i = GFX_HEIGHT - SHAKE_MAG - 1; i >= 0; i--) {
memmove(&_agiScreen[GFX_WIDTH * (i + SHAKE_MAG) + SHAKE_MAG],
&_agiScreen[GFX_WIDTH * i], GFX_WIDTH - SHAKE_MAG);
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}
}
}
void GfxMgr::shakeEnd() {
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int i;
for (i = 0; i < GFX_HEIGHT - SHAKE_MAG; i++) {
memcpy(_agiScreen + i * GFX_WIDTH, _shakeV + i * SHAKE_MAG, SHAKE_MAG);
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}
for (i = 0; i < SHAKE_MAG; i++) {
memcpy(_agiScreen + i * GFX_WIDTH, _shakeH + i * GFX_WIDTH, GFX_WIDTH);
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}
flushBlock(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
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free(_shakeV);
free(_shakeH);
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}
void GfxMgr::putTextCharacter(int l, int x, int y, unsigned char c, int fg, int bg, bool checkerboard, const uint8 *font) {
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int x1, y1, xx, yy, cc;
const uint8 *p;
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p = font + ((unsigned int)c * CHAR_LINES);
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for (y1 = 0; y1 < CHAR_LINES; y1++) {
for (x1 = 0; x1 < CHAR_COLS; x1++) {
xx = x + x1;
yy = y + y1;
cc = (*p & (1 << (7 - x1))) ? fg : bg;
_agiScreen[xx + yy * GFX_WIDTH] = cc;
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}
p++;
}
// Simple checkerboard effect to simulate "greyed out" text.
// This is what Sierra's interpreter does for things like menu items
// that aren't selectable (such as separators). -- dsymonds
if (checkerboard) {
for (yy = y; yy < y + CHAR_LINES; yy++)
for (xx = x + (~yy & 1); xx < x + CHAR_COLS; xx += 2)
_agiScreen[xx + yy * GFX_WIDTH] = 15;
}
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/* FIXME: we don't want this when we're writing on the
* console!
*/
flushBlock(x, y, x + CHAR_COLS - 1, y + CHAR_LINES - 1);
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}
void GfxMgr::drawRectangle(int x1, int y1, int x2, int y2, int c) {
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int y, w, h;
uint8 *p0;
if (x1 >= GFX_WIDTH)
x1 = GFX_WIDTH - 1;
if (y1 >= GFX_HEIGHT)
y1 = GFX_HEIGHT - 1;
if (x2 >= GFX_WIDTH)
x2 = GFX_WIDTH - 1;
if (y2 >= GFX_HEIGHT)
y2 = GFX_HEIGHT - 1;
w = x2 - x1 + 1;
h = y2 - y1 + 1;
p0 = &_agiScreen[x1 + y1 * GFX_WIDTH];
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for (y = 0; y < h; y++) {
memset(p0, c, w);
p0 += GFX_WIDTH;
}
}
void GfxMgr::drawFrame(int x1, int y1, int x2, int y2, int c1, int c2) {
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int y, w;
uint8 *p0;
/* top line */
w = x2 - x1 + 1;
p0 = &_agiScreen[x1 + y1 * GFX_WIDTH];
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memset(p0, c1, w);
/* bottom line */
p0 = &_agiScreen[x1 + y2 * GFX_WIDTH];
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memset(p0, c2, w);
/* side lines */
for (y = y1; y <= y2; y++) {
_agiScreen[x1 + y * GFX_WIDTH] = c1;
_agiScreen[x2 + y * GFX_WIDTH] = c2;
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}
}
void GfxMgr::drawBox(int x1, int y1, int x2, int y2, int colour1, int colour2, int m) {
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x1 += m;
y1 += m;
x2 -= m;
y2 -= m;
drawRectangle(x1, y1, x2, y2, colour1);
drawFrame(x1 + 2, y1 + 2, x2 - 2, y2 - 2, colour2, colour2);
flushBlock(x1, y1, x2, y2);
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}
void GfxMgr::printCharacter(int x, int y, char c, int fg, int bg) {
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x *= CHAR_COLS;
y *= CHAR_LINES;
putTextCharacter(0, x, y, c, fg, bg);
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// redundant! already inside put_text_character!
// flush_block (x, y, x + CHAR_COLS - 1, y + CHAR_LINES - 1);
}
/**
* Draw a default style button.
* Swaps background and foreground color if button is in focus or being pressed.
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* @param x x coordinate of the button
* @param y y coordinate of the button
* @param a set if the button has focus
* @param p set if the button is pressed
* @param fgcolor foreground color of the button when it is neither in focus nor being pressed
* @param bgcolor background color of the button when it is neither in focus nor being pressed
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*/
void GfxMgr::drawDefaultStyleButton(int x, int y, const char *s, int a, int p, int fgcolor, int bgcolor) {
int textOffset = _vm->_defaultButtonStyle.getTextOffset(a > 0, p > 0);
AgiTextColor color = _vm->_defaultButtonStyle.getColor (a > 0, p > 0, fgcolor, bgcolor);
bool border = _vm->_defaultButtonStyle.getBorder (a > 0, p > 0);
rawDrawButton(x, y, s, color.fg, color.bg, border, textOffset);
}
/**
* Draw a button using the currently chosen style.
* Amiga-style is used for the Amiga-rendering mode, PC-style is used otherwise.
* @param x x coordinate of the button
* @param y y coordinate of the button
* @param hasFocus set if the button has focus
* @param pressed set if the button is pressed
* @param positive set if button is positive, otherwise button is negative (Only matters with Amiga-style buttons)
* TODO: Make Amiga-style buttons a bit wider as they were in Amiga AGI games.
*/
void GfxMgr::drawCurrentStyleButton(int x, int y, const char *label, bool hasFocus, bool pressed, bool positive) {
int textOffset = _vm->_buttonStyle.getTextOffset(hasFocus, pressed);
AgiTextColor color = _vm->_buttonStyle.getColor(hasFocus, pressed, positive);
bool border = _vm->_buttonStyle.getBorder(hasFocus, pressed);
rawDrawButton(x, y, label, color.fg, color.bg, border, textOffset);
}
void GfxMgr::rawDrawButton(int x, int y, const char *s, int fgcolor, int bgcolor, bool border, int textOffset) {
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int len = strlen(s);
int x1, y1, x2, y2;
x1 = x - 3;
y1 = y - 3;
x2 = x + CHAR_COLS * len + 2;
y2 = y + CHAR_LINES + 2;
// Draw a filled rectangle that's larger than the button. Used for drawing
// a border around the button as the button itself is drawn after this.
drawRectangle(x1, y1, x2, y2, border ? BUTTON_BORDER : MSG_BOX_COLOUR);
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while (*s) {
putTextCharacter(0, x + textOffset, y + textOffset, *s++, fgcolor, bgcolor);
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x += CHAR_COLS;
}
x1 -= 2;
y1 -= 2;
x2 += 2;
y2 += 2;
flushBlock(x1, y1, x2, y2);
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}
int GfxMgr::testButton(int x, int y, const char *s) {
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int len = strlen(s);
int x1, y1, x2, y2;
x1 = x - 3;
y1 = y - 3;
x2 = x + CHAR_COLS * len + 2;
y2 = y + CHAR_LINES + 2;
if ((int)g_mouse.x >= x1 && (int)g_mouse.y >= y1 && (int)g_mouse.x <= x2 && (int)g_mouse.y <= y2)
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return true;
return false;
}
void GfxMgr::putBlock(int x1, int y1, int x2, int y2) {
gfxPutBlock(x1, y1, x2, y2);
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}
void GfxMgr::putScreen() {
putBlock(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
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}
void GfxMgr::pollTimer() {
_vm->agiTimerLow();
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}
int GfxMgr::getKey() {
return _vm->agiGetKeypressLow();
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}
int GfxMgr::keypress() {
return _vm->agiIsKeypressLow();
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}
/*
* Public functions
*/
/**
* Initialize the color palette
* This function initializes the color palette using the specified
* RGB palette.
* @param p A pointer to the source RGB palette.
* @param colorCount Count of colors in the source palette.
* @param fromBits Bits per source color component.
* @param toBits Bits per destination color component.
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*/
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void GfxMgr::initPalette(const uint8 *p, uint colorCount, uint fromBits, uint toBits) {
const uint srcMax = (1 << fromBits) - 1;
const uint destMax = (1 << toBits) - 1;
for (uint col = 0; col < colorCount; col++) {
for (uint comp = 0; comp < 3; comp++) { // Convert RGB components
_palette[col * 4 + comp] = (p[col * 3 + comp] * destMax) / srcMax;
}
_palette[col * 4 + 3] = 0; // Set alpha to zero
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}
}
void GfxMgr::gfxSetPalette() {
g_system->setPalette(_palette, 0, 256);
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}
//Gets AGIPAL Data
void GfxMgr::setAGIPal(int p0) {
//If 0 from savefile, do not use
if (p0 == 0)
return;
char filename[15];
sprintf(filename, "pal.%d", p0);
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Common::File agipal;
if (!agipal.open(filename)) {
warning("Couldn't open AGIPAL palette file '%s'. Not changing palette", filename);
return; // Needed at least by Naturette 3 which uses AGIPAL but provides no palette files
}
//Chunk0 holds colors 0-7
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agipal.read(&_agipalPalette[0], 24);
//Chunk1 is the same as the chunk0
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//Chunk2 chunk holds colors 8-15
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agipal.seek(24, SEEK_CUR);
agipal.read(&_agipalPalette[24], 24);
//Chunk3 is the same as the chunk2
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//Chunks4-7 are duplicates of chunks0-3
if (agipal.ioFailed()) {
warning("Couldn't read AGIPAL palette from '%s'. Not changing palette", filename);
return;
}
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// Check that all components are maximum 6 bits (VGA used 6 bits per color component).
2008-01-07 19:41:27 +00:00
// Makes at least Naturette 2's colors not be messed up anymore (Naturette 2 provides
// AGIPAL-files that use 8 bits per color component. Haven't seen any other game that
// provides such files and don't know of *any* AGI interpreter that supports such files.
// So I presume they have been left over to Naturette 2's release file by accident).
for (int i = 0; i < 16 * 3; i++) {
if (_agipalPalette[i] >= (1 << 6)) {
warning("Invalid AGIPAL palette (Over 6 bits per color component) in '%s'. Not changing palette", filename);
return;
}
}
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_agipalFileNum = p0;
initPalette(_agipalPalette);
gfxSetPalette();
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debug(1, "Using AGIPAL palette from '%s'", filename);
}
int GfxMgr::getAGIPalFileNum() {
return _agipalFileNum;
}
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/* put a block onto the screen */
void GfxMgr::gfxPutBlock(int x1, int y1, int x2, int y2) {
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if (x1 >= GFX_WIDTH)
x1 = GFX_WIDTH - 1;
if (y1 >= GFX_HEIGHT)
y1 = GFX_HEIGHT - 1;
if (x2 >= GFX_WIDTH)
x2 = GFX_WIDTH - 1;
if (y2 >= GFX_HEIGHT)
y2 = GFX_HEIGHT - 1;
g_system->copyRectToScreen(_screen + y1 * 320 + x1, 320, x1, y1, x2 - x1 + 1, y2 - y1 + 1);
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}
/**
* A black and white SCI-style arrow cursor (11x16).
* 0 = Transparent.
* 1 = Black (#000000 in 24-bit RGB).
* 2 = White (#FFFFFF in 24-bit RGB).
*/
static const byte sciMouseCursor[] = {
1,1,0,0,0,0,0,0,0,0,0,
1,2,1,0,0,0,0,0,0,0,0,
1,2,2,1,0,0,0,0,0,0,0,
1,2,2,2,1,0,0,0,0,0,0,
1,2,2,2,2,1,0,0,0,0,0,
1,2,2,2,2,2,1,0,0,0,0,
1,2,2,2,2,2,2,1,0,0,0,
1,2,2,2,2,2,2,2,1,0,0,
1,2,2,2,2,2,2,2,2,1,0,
1,2,2,2,2,2,2,2,2,2,1,
1,2,2,2,2,2,1,0,0,0,0,
1,2,1,0,1,2,2,1,0,0,0,
1,1,0,0,1,2,2,1,0,0,0,
0,0,0,0,0,1,2,2,1,0,0,
0,0,0,0,0,1,2,2,1,0,0,
0,0,0,0,0,0,1,2,2,1,0
};
/**
* A black and white Apple IIGS style arrow cursor (9x11).
* 0 = Transparent.
* 1 = Black (#000000 in 24-bit RGB).
* 2 = White (#FFFFFF in 24-bit RGB).
*/
static const byte appleIIgsMouseCursor[] = {
2,2,0,0,0,0,0,0,0,
2,1,2,0,0,0,0,0,0,
2,1,1,2,0,0,0,0,0,
2,1,1,1,2,0,0,0,0,
2,1,1,1,1,2,0,0,0,
2,1,1,1,1,1,2,0,0,
2,1,1,1,1,1,1,2,0,
2,1,1,1,1,1,1,1,2,
2,1,1,2,1,1,2,2,0,
2,2,2,0,2,1,1,2,0,
0,0,0,0,0,2,2,2,0
};
/**
* RGBA-palette for the black and white SCI and Apple IIGS arrow cursors.
*/
static const byte sciMouseCursorPalette[] = {
0x00, 0x00, 0x00, 0x00, // Black
0xFF, 0xFF, 0xFF, 0x00 // White
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};
/**
* An Amiga-style arrow cursor (8x11).
* 0 = Transparent.
* 1 = Black (#000000 in 24-bit RGB).
* 2 = Red (#DE2021 in 24-bit RGB).
* 3 = Light red (#FFCFAD in 24-bit RGB).
*/
static const byte amigaMouseCursor[] = {
2,3,1,0,0,0,0,0,
2,2,3,1,0,0,0,0,
2,2,2,3,1,0,0,0,
2,2,2,2,3,1,0,0,
2,2,2,2,2,3,1,0,
2,2,2,2,2,2,3,1,
2,0,2,2,3,1,0,0,
0,0,0,2,3,1,0,0,
0,0,0,2,2,3,1,0,
0,0,0,0,2,3,1,0,
0,0,0,0,2,2,3,1
};
/**
* RGBA-palette for the Amiga-style arrow cursor
* and the Amiga-style busy cursor.
*/
static const byte amigaMouseCursorPalette[] = {
0x00, 0x00, 0x00, 0x00, // Black
0xDE, 0x20, 0x21, 0x00, // Red
0xFF, 0xCF, 0xAD, 0x00 // Light red
};
/**
* An Amiga-style busy cursor showing an hourglass (13x16).
* 0 = Transparent.
* 1 = Black (#000000 in 24-bit RGB).
* 2 = Red (#DE2021 in 24-bit RGB).
* 3 = Light red (#FFCFAD in 24-bit RGB).
*/
static const byte busyAmigaMouseCursor[] = {
1,1,1,1,1,1,1,1,1,1,1,1,1,
1,2,2,2,2,2,2,2,2,2,2,2,1,
1,2,2,2,2,2,2,2,2,2,2,2,1,
0,1,3,3,3,3,3,3,3,3,3,1,0,
0,0,1,3,3,3,3,3,3,3,1,0,0,
0,0,0,1,3,3,3,3,3,1,0,0,0,
0,0,0,0,1,3,3,3,1,0,0,0,0,
0,0,0,0,0,1,3,1,0,0,0,0,0,
0,0,0,0,0,1,3,1,0,0,0,0,0,
0,0,0,0,1,2,3,2,1,0,0,0,0,
0,0,0,1,2,2,3,2,2,1,0,0,0,
0,0,1,2,2,2,3,2,2,2,1,0,0,
0,1,2,2,2,3,3,3,2,2,2,1,0,
1,3,3,3,3,3,3,3,3,3,3,3,1,
1,3,3,3,3,3,3,3,3,3,3,3,1,
1,1,1,1,1,1,1,1,1,1,1,1,1
};
void GfxMgr::setCursor(bool amigaStyleCursor) {
if (!amigaStyleCursor) {
CursorMan.replaceCursorPalette(sciMouseCursorPalette, 1, ARRAYSIZE(sciMouseCursorPalette) / 4);
CursorMan.replaceCursor(sciMouseCursor, 11, 16, 1, 1, 0);
} else { // amigaStyleCursor
CursorMan.replaceCursorPalette(amigaMouseCursorPalette, 1, ARRAYSIZE(amigaMouseCursorPalette) / 4);
CursorMan.replaceCursor(amigaMouseCursor, 8, 11, 1, 1, 0);
}
}
void GfxMgr::setCursorPalette(bool amigaStyleCursor) {
if (!amigaStyleCursor) {
if (_currentCursorPalette != 1) {
CursorMan.replaceCursorPalette(sciMouseCursorPalette, 1, ARRAYSIZE(sciMouseCursorPalette) / 4);
_currentCursorPalette = 1;
}
} else { // amigaStyleCursor
if (_currentCursorPalette != 2) {
CursorMan.replaceCursorPalette(amigaMouseCursorPalette, 1, ARRAYSIZE(amigaMouseCursorPalette) / 4);
_currentCursorPalette = 2;
}
}
}
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/**
* Initialize graphics device.
*
* @see deinit_video()
*/
int GfxMgr::initVideo() {
if (_vm->getFeatures() & (GF_AGI256 | GF_AGI256_2))
initPalette(vgaPalette, 256, 8);
else if (_vm->_renderMode == Common::kRenderEGA)
initPalette(egaPalette);
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else
initPalette(newPalette);
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if ((_agiScreen = (uint8 *)calloc(GFX_WIDTH, GFX_HEIGHT)) == NULL)
return errNotEnoughMemory;
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gfxSetPalette();
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setCursor(_vm->_renderMode == Common::kRenderAmiga);
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return errOK;
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}
/**
* Deinitialize graphics device.
*
* @see init_video()
*/
int GfxMgr::deinitVideo() {
free(_agiScreen);
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return errOK;
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}
int GfxMgr::initMachine() {
_screen = (unsigned char *)malloc(320 * 200);
_vm->_clockCount = 0;
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return errOK;
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}
int GfxMgr::deinitMachine() {
free(_screen);
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return errOK;
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}
/**
* Write pixels on the output device.
* This function writes a row of pixels on the output device. Only the
* lower 4 bits of each pixel in the row will be used, making this
* function suitable for use with rows from the AGI screen.
* @param x x coordinate of the row start (AGI coord.)
* @param y y coordinate of the row start (AGI coord.)
* @param n number of pixels in the row
* @param p pointer to the row start in the AGI screen (Always use sbuf16c as base, not sbuf256c)
* FIXME: CGA rendering doesn't work correctly with AGI256 or AGI256-2.
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*/
void GfxMgr::putPixelsA(int x, int y, int n, uint8 *p) {
const uint rShift = _vm->_debug.priority ? 4 : 0; // Priority information is in the top 4 bits of a byte taken from sbuf16c.
// Choose the correct screen to read from. If AGI256 or AGI256-2 is used and we're not trying to show the priority information,
// then choose the 256 color screen, otherwise choose the 16 color screen (Which also has the priority information).
p += _vm->getFeatures() & (GF_AGI256 | GF_AGI256_2) && !_vm->_debug.priority ? FROM_SBUF16_TO_SBUF256_OFFSET : 0;
if (_vm->_renderMode == Common::kRenderCGA) {
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for (x *= 2; n--; p++, x += 2) {
register uint16 q = (cgaMap[(*p & 0xf0) >> 4] << 4) | cgaMap[*p & 0x0f];
*(uint16 *)&_agiScreen[x + y * GFX_WIDTH] = (q >> rShift) & 0x0f0f;
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}
} else {
const uint16 mask = _vm->getFeatures() & (GF_AGI256 | GF_AGI256_2) && !_vm->_debug.priority ? 0xffff : 0x0f0f;
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for (x *= 2; n--; p++, x += 2) {
register uint16 q = ((uint16)*p << 8) | *p;
*(uint16 *)&_agiScreen[x + y * GFX_WIDTH] = (q >> rShift) & mask;
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}
}
}
/**
* Schedule blocks for blitting on the output device.
* This function gets the coordinates of a block in the AGI screen and
* schedule it to be updated in the output device.
* @param x1 x coordinate of the upper left corner of the block (AGI coord.)
* @param y1 y coordinate of the upper left corner of the block (AGI coord.)
* @param x2 x coordinate of the lower right corner of the block (AGI coord.)
* @param y2 y coordinate of the lower right corner of the block (AGI coord.)
*
* @see do_update()
*/
void GfxMgr::scheduleUpdate(int x1, int y1, int x2, int y2) {
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if (x1 < update.x1)
update.x1 = x1;
if (y1 < update.y1)
update.y1 = y1;
if (x2 > update.x2)
update.x2 = x2;
if (y2 > update.y2)
update.y2 = y2;
}
/**
* Update scheduled blocks on the output device.
* This function exposes the blocks scheduled for updating to the output
* device. Blocks can be scheduled at any point of the AGI cycle.
*
* @see schedule_update()
*/
void GfxMgr::doUpdate() {
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if (update.x1 <= update.x2 && update.y1 <= update.y2) {
gfxPutBlock(update.x1, update.y1, update.x2, update.y2);
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}
/* reset update block variables */
update.x1 = MAX_INT;
update.y1 = MAX_INT;
update.x2 = 0;
update.y2 = 0;
}
/**
* Updates a block of the framebuffer with contents of the AGI engine screen.
* This function updates a block in the output device with the contents of
* the AGI engine screen, handling console transparency.
* @param x1 x coordinate of the upper left corner of the block
* @param y1 y coordinate of the upper left corner of the block
* @param x2 x coordinate of the lower right corner of the block
* @param y2 y coordinate of the lower right corner of the block
*
* @see flush_block_a()
*/
void GfxMgr::flushBlock(int x1, int y1, int x2, int y2) {
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int y, w;
uint8 *p0;
scheduleUpdate(x1, y1, x2, y2);
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p0 = &_agiScreen[x1 + y1 * GFX_WIDTH];
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w = x2 - x1 + 1;
for (y = y1; y <= y2; y++) {
memcpy(_screen + 320 * y + x1, p0, w);
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p0 += GFX_WIDTH;
}
}
/**
* Updates a block of the framebuffer receiving AGI picture coordinates.
* @param x1 x AGI picture coordinate of the upper left corner of the block
* @param y1 y AGI picture coordinate of the upper left corner of the block
* @param x2 x AGI picture coordinate of the lower right corner of the block
* @param y2 y AGI picture coordinate of the lower right corner of the block
*
* @see flush_block()
*/
void GfxMgr::flushBlockA(int x1, int y1, int x2, int y2) {
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//y1 += 8;
//y2 += 8;
flushBlock(DEV_X0(x1), DEV_Y(y1), DEV_X1(x2), DEV_Y(y2));
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}
/**
* Updates the framebuffer with contents of the AGI engine screen (console-aware).
* This function updates the output device with the contents of the AGI
* screen, handling console transparency.
*/
void GfxMgr::flushScreen() {
flushBlock(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
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}
/**
* Clear the output device screen (console-aware).
* This function clears the output device screen and updates the
* output device. Contents of the AGI screen are left untouched. This
* function can be used to simulate a switch to a text mode screen in
* a graphic-only device.
* @param c color to clear the screen
*/
void GfxMgr::clearScreen(int c) {
memset(_agiScreen, c, GFX_WIDTH * GFX_HEIGHT);
flushScreen();
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}
/**
* Save a block of the AGI engine screen
*/
void GfxMgr::saveBlock(int x1, int y1, int x2, int y2, uint8 *b) {
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uint8 *p0;
int w, h;
p0 = &_agiScreen[x1 + GFX_WIDTH * y1];
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w = x2 - x1 + 1;
h = y2 - y1 + 1;
while (h--) {
memcpy(b, p0, w);
b += w;
p0 += GFX_WIDTH;
}
}
/**
* Restore a block of the AGI engine screen
*/
void GfxMgr::restoreBlock(int x1, int y1, int x2, int y2, uint8 *b) {
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uint8 *p0;
int w, h;
p0 = &_agiScreen[x1 + GFX_WIDTH * y1];
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w = x2 - x1 + 1;
h = y2 - y1 + 1;
while (h--) {
memcpy(p0, b, w);
b += w;
p0 += GFX_WIDTH;
}
flushBlock(x1, y1, x2, y2);
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}
} // End of namespace Agi