scummvm/engines/scumm/gfx.h

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/* ScummVM - Graphic Adventure Engine
*
* 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.
*
* 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.
*
* $URL$
* $Id$
*
*/
#ifndef SCUMM_GFX_H
#define SCUMM_GFX_H
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
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#include "common/system.h"
#include "common/list.h"
#include "graphics/surface.h"
namespace Scumm {
class ScummEngine;
/** Camera modes */
enum {
kNormalCameraMode = 1,
kFollowActorCameraMode = 2,
kPanningCameraMode = 3
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};
/** Camera state data */
struct CameraData {
Common::Point _cur;
Common::Point _dest;
Common::Point _accel;
Common::Point _last;
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int _leftTrigger, _rightTrigger;
byte _follows, _mode;
bool _movingToActor;
};
/** Virtual screen identifiers */
enum VirtScreenNumber {
kMainVirtScreen = 0, // The 'stage'
kTextVirtScreen = 1, // In V1-V3 games: the area where text is printed
kVerbVirtScreen = 2, // The verb area
kUnkVirtScreen = 3 // ?? Not sure what this one is good for...
};
/**
* In all Scumm games, one to four virtual screen (or 'windows') together make
* up the content of the actual screen. Thinking of virtual screens as fixed
* size, fixed location windows might help understanding them. Typical, in all
* scumm games there is either one single virtual screen covering the entire
* real screen (mostly in all newer games, e.g. Sam & Max, and all V7+ games).
* The classic setup consists of three virtual screens: one at the top of the
* screen, where all conversation texts are printed; then the main one (which
* I like calling 'the stage', since all the actors are doing their stuff
* there), and finally the lower part of the real screen is taken up by the
* verb area.
* Finally, in V5 games and some V6 games, it's almost the same as in the
* original games, except that there is no separate conversation area.
*
* If you now wonder what the last screen is/was good for: I am not 100% sure,
* but it appears that it was used by the original engine to display stuff
* like the pause message, or questions ("Do you really want to restart?").
* It seems that it is not used at all by ScummVM, so we probably could just
* get rid of it and save a couple kilobytes of RAM.
*
* Each of these virtual screens has a fixed number or id (see also
* \ref VirtScreenNumber).
*/
struct VirtScreen : Graphics::Surface {
/**
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* The unique id of this screen (corresponds to its position in the
* ScummEngine:_virtscr array).
*/
VirtScreenNumber number;
/**
* Vertical position of the virtual screen. Tells how much the virtual
* screen is shifted along the y axis relative to the real screen.
*/
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uint16 topline;
/**
* Horizontal scroll offset, tells how far the screen is scrolled to the
* right. Only used for the main screen. After all, verbs and the
* conversation text box don't have to scroll.
*/
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uint16 xstart;
/**
* Flag indicating whether this screen has a back buffer or not. This is
* yet another feature which is only used by the main screen.
* Strictly spoken one could remove this variable and replace checks
* on it with checks on backBuf. But since some code needs to temporarily
* disable the backBuf (so it can abuse drawBitmap; see drawVerbBitmap()
* and useIm01Cursor()), we keep it (at least for now).
*/
bool hasTwoBuffers;
/**
* Pointer to the screen's back buffer, if it has one (see also
* the hasTwoBuffers member).
* The backBuf is used by drawBitmap to store the background graphics of
* the active room. This eases redrawing: whenever a portion of the screen
* has to be redrawn, first a copy from the backBuf content to screenPtr is
* performed. Then, any objects/actors in that area are redrawn atop that.
*/
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byte *backBuf;
/**
* Array containing for each visible strip of this virtual screen the
* coordinate at which the dirty region of that strip starts.
* 't' stands for 'top' - the top coordinate of the dirty region.
* This together with bdirty is used to do efficient redrawing of
* the screen.
*/
uint16 tdirty[80 + 1];
/**
* Array containing for each visible strip of this virtual screen the
* coordinate at which the dirty region of that strip end.
* 'b' stands for 'bottom' - the bottom coordinate of the dirty region.
* This together with tdirty is used to do efficient redrawing of
* the screen.
*/
uint16 bdirty[80 + 1];
/**
* Convenience method to set the whole tdirty and bdirty arrays to one
* specific value each. This is mostly used to mark every as dirty in
* a single step, like so:
* vs->setDirtyRange(0, vs->height);
* or to mark everything as clean, like so:
* vs->setDirtyRange(0, 0);
*/
void setDirtyRange(int top, int bottom) {
for (int i = 0; i < 80 + 1; i++) {
tdirty[i] = top;
bdirty[i] = bottom;
}
}
byte *getPixels(int x, int y) const {
return (byte *)pixels + y * pitch + (xstart + x) * bytesPerPixel;
}
byte *getBackPixels(int x, int y) const {
return (byte *)backBuf + y * pitch + (xstart + x) * bytesPerPixel;
}
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};
/** Palette cycles */
struct ColorCycle {
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uint16 delay;
uint16 counter;
uint16 flags;
byte start;
byte end;
};
struct StripTable;
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#define CHARSET_MASK_TRANSPARENCY 0xFD
#define CHARSET_MASK_TRANSPARENCY_32 0xFDFDFDFD
class Gdi {
protected:
ScummEngine *_vm;
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byte _paletteMod;
byte *_roomPalette;
byte _transparentColor;
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byte _decomp_shr, _decomp_mask;
uint32 _vertStripNextInc;
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bool _zbufferDisabled;
/** Flag which is true when an object is being rendered, false otherwise. */
bool _objectMode;
public:
/** Flag which is true when loading objects or titles for distaff, in PCEngine version of Loom. */
bool _distaff;
int _numZBuffer;
int _imgBufOffs[8];
int32 _numStrips;
protected:
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/* Bitmap decompressors */
bool decompressBitmap(byte *dst, int dstPitch, const byte *src, int numLinesToProcess);
void drawStripEGA(byte *dst, int dstPitch, const byte *src, int height) const;
void drawStripComplex(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripBasicH(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripBasicV(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripRaw(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void unkDecode8(byte *dst, int dstPitch, const byte *src, int height) const;
void unkDecode9(byte *dst, int dstPitch, const byte *src, int height) const;
void unkDecode10(byte *dst, int dstPitch, const byte *src, int height) const;
void unkDecode11(byte *dst, int dstPitch, const byte *src, int height) const;
void drawStrip3DO(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripHE(byte *dst, int dstPitch, const byte *src, int width, int height, const bool transpCheck) const;
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virtual void writeRoomColor(byte *dst, byte color) const;
/* Mask decompressors */
void decompressTMSK(byte *dst, const byte *tmsk, const byte *src, int height) const;
void decompressMaskImgOr(byte *dst, const byte *src, int height) const;
void decompressMaskImg(byte *dst, const byte *src, int height) const;
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/* Misc */
int getZPlanes(const byte *smap_ptr, const byte *zplane_list[9], bool bmapImage) const;
virtual bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr);
virtual void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag, const byte *tmsk_ptr);
virtual void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip);
public:
Gdi(ScummEngine *vm);
virtual ~Gdi();
virtual void init();
virtual void roomChanged(byte *roomptr);
virtual void loadTiles(byte *roomptr);
void setTransparentColor(byte transparentColor) { _transparentColor = transparentColor; }
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void drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
int stripnr, int numstrip, byte flag);
#ifdef ENABLE_HE
void drawBMAPBg(const byte *ptr, VirtScreen *vs);
void drawBMAPObject(const byte *ptr, VirtScreen *vs, int obj, int x, int y, int w, int h);
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#endif
byte *getMaskBuffer(int x, int y, int z);
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void disableZBuffer() { _zbufferDisabled = true; }
void enableZBuffer() { _zbufferDisabled = false; }
void resetBackground(int top, int bottom, int strip);
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enum DrawBitmapFlags {
dbAllowMaskOr = 1 << 0,
dbDrawMaskOnAll = 1 << 1,
dbObjectMode = 2 << 2
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};
};
class GdiNES : public Gdi {
protected:
struct {
byte nametable[16][64], nametableObj[16][64];
byte attributes[64], attributesObj[64];
byte masktable[16][8], masktableObj[16][8];
int objX;
bool hasmask;
} _NES;
protected:
void decodeNESGfx(const byte *room);
void decodeNESObject(const byte *ptr, int xpos, int ypos, int width, int height);
void drawStripNES(byte *dst, byte *mask, int dstPitch, int stripnr, int top, int height);
void drawStripNESMask(byte *dst, int stripnr, int top, int height) const;
virtual bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr);
virtual void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag, const byte *tmsk_ptr);
virtual void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip);
public:
GdiNES(ScummEngine *vm);
virtual void roomChanged(byte *roomptr);
};
#ifdef USE_RGB_COLOR
class GdiPCEngine : public Gdi {
protected:
struct {
uint16 nametable[4096], nametableObj[512];
byte colortable[4096], colortableObj[512];
uint16 masktable[4096], masktableObj[512];
int maskIDSize;
int numTiles;
int numMasks;
byte *roomTiles, *staffTiles;
byte *masks;
} _PCE;
protected:
void decodePCEngineGfx(const byte *room);
void decodeStrip(const byte *ptr, uint16 *tiles, byte *colors, uint16 *masks, int numRows, bool isObject);
void setTileData(byte *tile, int index, byte byte0, byte byte1);
void decodePCEngineTileData(const byte *ptr);
void decodePCEngineMaskData(const byte *ptr);
void decodePCEngineObject(const byte *ptr, int xpos, int ypos, int width, int height);
void drawStripPCEngine(byte *dst, byte *mask, int dstPitch, int stripnr, int top, int height);
void drawStripPCEngineMask(byte *dst, int stripnr, int top, int height) const;
virtual bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr);
virtual void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag, const byte *tmsk_ptr);
virtual void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip);
public:
GdiPCEngine(ScummEngine *vm);
~GdiPCEngine();
virtual void loadTiles(byte *roomptr);
virtual void roomChanged(byte *roomptr);
};
#endif
class GdiV1 : public Gdi {
protected:
/** Render settings which are specific to the C64 graphic decoders. */
struct {
byte colors[4];
byte charMap[2048], objectMap[2048], picMap[4096], colorMap[4096];
byte maskMap[4096], maskChar[4096];
} _C64;
protected:
void decodeC64Gfx(const byte *src, byte *dst, int size) const;
void drawStripC64Object(byte *dst, int dstPitch, int stripnr, int width, int height);
void drawStripC64Background(byte *dst, int dstPitch, int stripnr, int height);
void drawStripC64Mask(byte *dst, int stripnr, int width, int height) const;
virtual bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr);
virtual void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag, const byte *tmsk_ptr);
virtual void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip);
public:
GdiV1(ScummEngine *vm);
virtual void roomChanged(byte *roomptr);
};
class GdiV2 : public Gdi {
protected:
/** For V2 games, we cache offsets into the room graphics, to speed up things. */
StripTable *_roomStrips;
protected:
StripTable *generateStripTable(const byte *src, int width, int height, StripTable *table) const;
virtual bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr);
virtual void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag, const byte *tmsk_ptr);
virtual void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip);
public:
GdiV2(ScummEngine *vm);
~GdiV2();
virtual void roomChanged(byte *roomptr);
};
#ifdef USE_RGB_COLOR
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class Gdi16Bit : public Gdi {
protected:
virtual void writeRoomColor(byte *dst, byte color) const;
public:
Gdi16Bit(ScummEngine *vm);
};
#endif
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#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
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// Helper class for FM-Towns output (required for specific hardware effects like
// switching graphics layers on and off).
class TownsScreen {
public:
TownsScreen(OSystem *system, int width, int height, int bpp);
~TownsScreen();
void setupLayer(int layer, int width, int height, int numCol, void *srcPal = 0);
void clearLayer(int layer);
void fillLayerRect(int layer, int x, int y, int w, int h, int col);
//void copyRectToLayer(int layer, int x, int y, int w, int h, const uint8 *src);
uint8 *getLayerPixels(int layer, int x, int y);
int getLayerPitch(int layer);
int getLayerHeight(int layer);
int getLayerBpp(int layer);
int getLayerScaleW(int layer);
int getLayerScaleH(int layer);
void addDirtyRect(int x, int y, int w, int h);
void toggleLayers(int flag);
void update();
private:
void updateOutputBuffer();
void outputToScreen();
uint16 calc16BitColor(const uint8 *palEntry);
struct TownsScreenLayer {
uint8 *pixels;
uint8 *palette;
int pitch;
int height;
int bpp;
int numCol;
uint8 scaleW;
uint8 scaleH;
bool onBottom;
bool enabled;
bool ready;
uint16 *bltInternX;
uint8 **bltInternY;
uint16 *bltTmpPal;
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
} _layers[2];
uint8 *_outBuffer;
int _height;
int _width;
int _pitch;
int _bpp;
int _numDirtyRects;
Common::List<Common::Rect> _dirtyRects;
OSystem *_system;
};
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
} // End of namespace Scumm
#endif