scummvm/graphics/palette.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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef GRAPHICS_PALETTE_H
#define GRAPHICS_PALETTE_H
#include "common/scummsys.h"
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#include "common/hashmap.h"
#include "common/noncopyable.h"
/**
* @defgroup graphics_palette PaletteManager
* @ingroup graphics
*
* @brief The PaletteManager class.
*
* @{
*/
/**
* The PaletteManager is part of the OSystem backend API and responsible
* for handling the (possibly emulated) "hardware" palette needed for
* many old games (e.g. in EGA and VGA mode).
*
* By itself it is a pure abstract class, i.e. an "interface"; you can
* use the OSystem::getPaletteManager() method to obtain an instance
* that you can use to perform actual palette modifications.
*/
class PaletteManager : Common::NonCopyable {
public:
virtual ~PaletteManager() {}
/**
* Replace the specified range of the palette with new colors.
* The palette entries from 'start' till (start+num-1) will be replaced - so
* a full palette update is accomplished via start=0, num=256.
*
* The palette data is specified in interleaved RGB format. That is, the
* first byte of the memory block 'colors' points at is the red component
* of the first new color; the second byte the green component of the first
* new color; the third byte the blue component, the last byte to the alpha
* (transparency) value. Then the second color starts, and so on. So memory
* looks like this: R1-G1-B1-R2-G2-B2-R3-...
*
* @param colors the new palette data, in interleaved RGB format
* @param start the first palette entry to be updated
* @param num the number of palette entries to be updated
*
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* @note It is an error if start+num exceeds 256, behavior is undefined
* in that case (the backend may ignore it silently or assert).
* @note It is an error if this function gets called when the pixel format
* in use (the return value of getScreenFormat) has more than one
* byte per pixel.
*
* @see getScreenFormat
*/
virtual void setPalette(const byte *colors, uint start, uint num) = 0;
/**
* Grabs a specified part of the currently active palette.
* The format is the same as for setPalette.
*
* This should return exactly the same RGB data as was setup via previous
* setPalette calls.
*
* For example, for every valid value of start and num of the following
* code:
*
* byte origPal[num*3];
* // Setup origPal's data however you like
* g_system->setPalette(origPal, start, num);
* byte obtainedPal[num*3];
* g_system->grabPalette(obtainedPal, start, num);
*
* the following should be true:
*
* memcmp(origPal, obtainedPal, num*3) == 0
*
* @see setPalette
* @param colors the palette data, in interleaved RGB format
* @param start the first platte entry to be read
* @param num the number of palette entries to be read
*
* @note It is an error if this function gets called when the pixel format
* in use (the return value of getScreenFormat) has more than one
* byte per pixel.
*
* @see getScreenFormat
*/
BACKENDS: Refactor OpenGL & SDL graphics backends This patch refactors the OpenGL and SDL graphics backends, primarily to unify window scaling and mouse handling, and to fix coordinate mapping between the ScummVM window and the virtual game screen when they have different aspect ratios. Unified code for these two backends has been moved to a new header-only WindowedGraphicsManager class, so named because it contains code for managing graphics managers that interact with a windowing system and render virtual screens within a larger physical content window. The biggest behavioral change here is with the coordinate system mapping: Previously, mouse offsets were converted by mapping the whole space within the window as input to the virtual game screen without maintaining aspect ratio. This was done to prevent 'stickiness' when the mouse cursor was within the window but outside of the virtual game screen, but it caused noticeable distortion of mouse movement speed on the axis with blank space. Instead of introducing mouse speed distortion to prevent stickiness, this patch changes coordinate transformation to show the system cursor when the mouse moves outside of the virtual game screen when mouse grab is off, or by holding the mouse inside the virtual game screen (instead of the entire window) when mouse grab is on. This patch also improves some other properties of the GraphicsManager/PaletteManager interfaces: * Nullipotent operations (getWidth, getHeight, etc.) of the PaletteManager/GraphicsManager interfaces are now const * Methods marked `virtual` but not inherited by any subclass have been de-virtualized * Extra unnecessary calculations of hardware height in SurfaceSdlGraphicsManager have been removed * Methods have been renamed where appropriate for clarity (setWindowSize -> handleResize, etc.) * C++11 support improved with `override` specifier added on overridden virtual methods in subclasses (primarily to avoid myself accidentally creating new methods in the subclasses by changing types/names during refactoring) Additional refactoring can and should be done at some point to continue to deduplicate code between the OpenGL and SDL backends. Since the primary goal here was to improve the coordinate mapping, full refactoring of these backends was not completed here.
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virtual void grabPalette(byte *colors, uint start, uint num) const = 0;
};
/** @} */
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namespace Graphics {
class PaletteLookup {
public:
PaletteLookup();
/**
* @brief Construct a new Palette Lookup object
*
* @param palette the palette data, in interleaved RGB format
* @param len the number of palette entries to be read
*/
PaletteLookup(const byte *palette, uint len);
/**
* @brief Pass palette to the look up. It also compares given palette
* with the current one and resets cache only when their contents is different.
*
* @param palette the palette data, in interleaved RGB format
* @param len the number of palette entries to be read
*
* @return true if palette was changed and false if it was the same
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*/
bool setPalette(const byte *palette, uint len);
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/**
* @brief This method returns closest color from the palette
* and it uses cache for faster lookups
*
* @param useNaiveAlg if true, use a simpler algorithm (non-floating point calculations)
*
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* @return the palette index
*/
byte findBestColor(byte r, byte g, byte b, bool useNaiveAlg = false);
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private:
byte _palette[256 * 3];
uint _paletteSize;
Common::HashMap<int, byte> _colorHash;
};
} // // end of namespace Graphics
#endif