mirror of
https://github.com/libretro/scummvm.git
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243 lines
7.2 KiB
C++
243 lines
7.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SLUDGE_GRAPHICS_H
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#define SLUDGE_GRAPHICS_H
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#include "common/stream.h"
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#include "graphics/surface.h"
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#include "graphics/transparent_surface.h"
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#include "sludge/sprbanks.h"
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namespace Sludge {
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class Parallax;
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class SludgeEngine;
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class SpritePalette;
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struct StackHandler;
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struct FrozenStuffStruct;
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struct LoadedSpriteBank;
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struct OnScreenPerson;
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struct SpriteBank;
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struct Sprite;
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struct SpriteLayers;
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struct ZBufferData;
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enum ELightMapMode {
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LIGHTMAPMODE_NONE = -1,
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LIGHTMAPMODE_HOTSPOT,
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LIGHTMAPMODE_PIXEL,
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LIGHTMAPMODE_NUM
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};
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class GraphicsManager {
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public:
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GraphicsManager(SludgeEngine *vm);
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virtual ~GraphicsManager();
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void init();
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void kill();
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// graphics
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void setWindowSize(uint winWidth, uint winHeight) { _winWidth = winWidth; _winHeight = winHeight; }
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bool initGfx();
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void display();
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void clear();
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// Parallax
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bool loadParallax(uint16 v, uint16 fracX, uint16 fracY);
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void killParallax();
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void saveParallax(Common::WriteStream *fp);
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void drawParallax();
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// Backdrop
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void killAllBackDrop();
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bool resizeBackdrop(int x, int y);
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bool killResizeBackdrop(int x, int y);
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void killBackDrop();
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void loadBackDrop(int fileNum, int x, int y);
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void mixBackDrop(int fileNum, int x, int y);
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void drawBackDrop();
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void blankScreen(int x1, int y1, int x2, int y2);
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void blankAllScreen();
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void darkScreen();
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void saveHSI(Common::WriteStream *stream);
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bool loadHSI(Common::SeekableReadStream *stream, int, int, bool);
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bool mixHSI(Common::SeekableReadStream *stream, int x = 0, int y = 0);
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void drawLine(uint, uint, uint, uint);
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void drawHorizontalLine(uint, uint, uint);
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void drawVerticalLine(uint, uint, uint);
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void hardScroll(int distance);
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bool getRGBIntoStack(uint x, uint y, StackHandler *sH);
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void saveBackdrop(Common::WriteStream *stream); // To game save
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void loadBackdrop(int ssgVersion, Common::SeekableReadStream *streamn); // From game save
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// Lightmap
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int _lightMapMode;
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void killLightMap();
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bool loadLightMap(int v);
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void saveLightMap(Common::WriteStream *stream);
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bool loadLightMap(int ssgVersion, Common::SeekableReadStream *stream);
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// Snapshot
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void nosnapshot();
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bool snapshot();
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void saveSnapshot(Common::WriteStream *stream);
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bool restoreSnapshot(Common::SeekableReadStream *stream);
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// Camera
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int getCamX() { return _cameraX; }
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int getCamY() { return _cameraY; }
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float getCamZoom() { return _cameraZoom; }
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void aimCamera(int cameraX, int cameraY);
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void zoomCamera(int z);
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// Screen
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int getCenterX(int width) { return (_winWidth - width) >> 1; }
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int checkSizeValide(int width, int height) { return ((width >= 0) && (height >= 0) && (width < (int)_winWidth) && (height < (int)_winHeight)); }
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// Freeze
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bool freeze();
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void unfreeze(bool killImage = true);
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int howFrozen();
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bool isFrozen() { return (_frozenStuff != nullptr); }
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// Sprites
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static void forgetSpriteBank(SpriteBank &forgetme);
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bool loadSpriteBank(char *filename, SpriteBank &loadhere);
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bool loadSpriteBank(int fileNum, SpriteBank &loadhere, bool isFont);
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void fontSprite(int x1, int y1, Sprite &single, const SpritePalette &fontPal);
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void flipFontSprite(int x1, int y1, Sprite &single, const SpritePalette &fontPal);
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bool scaleSprite(Sprite &single, const SpritePalette &fontPal, OnScreenPerson *thisPerson, bool mirror);
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void fixScaleSprite(int x1, int y1, Sprite &single, const SpritePalette &fontPal, OnScreenPerson *thisPerson, const int camX, const int camY, bool);
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void pasteSpriteToBackDrop(int x1, int y1, Sprite &single, const SpritePalette &fontPal);
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bool reserveSpritePal(SpritePalette &sP, int n);
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void burnSpriteToBackDrop(int x1, int y1, Sprite &single, const SpritePalette &fontPal);
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void resetSpriteLayers(ZBufferData *ptrZBuffer, int x, int y, bool upsidedown);
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void addSpriteDepth(Graphics::Surface *ptr, int depth, int x, int y, Graphics::FLIP_FLAGS flip, int width = -1, int height = -1, bool disposeAfterUse = false);
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void displaySpriteLayers();
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void killSpriteLayers();
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// Sprite Bank
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LoadedSpriteBank *loadBankForAnim(int ID);
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// ZBuffer
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bool setZBuffer(int y);
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void killZBuffer();
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void drawZBuffer(int x, int y, bool upsidedown);
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void saveZBuffer(Common::WriteStream *stream);
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bool loadZBuffer(Common::SeekableReadStream *stream);
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// Colors
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void setBlankColor(int r, int g, int b) { _currentBlankColour = _renderSurface.format.RGBToColor(r & 255, g & 255, b & 255);};
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void setBurnColor(int r, int g, int b) {
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_currentBurnG = r;
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_currentBurnG = g;
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_currentBurnB = b;
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}
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void saveColors(Common::WriteStream *stream);
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void loadColors(Common::SeekableReadStream *stream);
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// Thumbnail
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bool setThumbnailSize(int thumbWidth, int thumbHeight);
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bool saveThumbnail(Common::WriteStream *stream);
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bool skipThumbnail(Common::SeekableReadStream *stream);
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void showThumbnail(const Common::String &filename, int x, int y);
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// Transition
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void setBrightnessLevel(int brightnessLevel);
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void setFadeMode(int fadeMode) { _fadeMode = fadeMode; };
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void fixBrightness();
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void resetRandW();
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private:
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SludgeEngine *_vm;
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uint _winWidth, _winHeight, _sceneWidth, _sceneHeight;
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// renderSurface
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Graphics::Surface _renderSurface;
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// Snapshot
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Graphics::Surface _snapshotSurface;
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// LightMap
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int _lightMapNumber;
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Graphics::Surface _lightMap;
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// Parallax
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Parallax *_parallaxStuff;
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// Camera
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float _cameraZoom;
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int _cameraX, _cameraY;
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// Freeze
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FrozenStuffStruct *_frozenStuff;
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Graphics::Surface _freezeSurface;
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void freezeGraphics();
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// Back drop
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Graphics::Surface _backdropSurface;
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Graphics::Surface _origBackdropSurface;
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bool _backdropExists;
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bool reserveBackdrop();
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// Sprites
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SpriteLayers *_spriteLayers;
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void fontSprite(bool flip, int x, int y, Sprite &single, const SpritePalette &fontPal);
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Graphics::Surface *duplicateSurface(Graphics::Surface *surface);
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void blendColor(Graphics::Surface * surface, uint32 color, Graphics::TSpriteBlendMode mode);
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Graphics::Surface *applyLightmapToSprite(Graphics::Surface *&blitted, OnScreenPerson *thisPerson, bool mirror, int x, int y, int x1, int y1, int diffX, int diffY);
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// Sprite banks
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LoadedSpriteBanks _allLoadedBanks;
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// ZBuffer
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ZBufferData *_zBuffer;
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void sortZPal(int *oldpal, int *newpal, int size);
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// Colors
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uint _currentBlankColour;
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byte _currentBurnR, _currentBurnG, _currentBurnB;
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// Thumbnail
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int _thumbWidth;
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int _thumbHeight;
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// Transition
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byte _brightnessLevel;
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byte _fadeMode;
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};
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} // End of namespace Sludge
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#endif // SLUDGE_GRAPHICS_H
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