scummvm/engines/sludge/graphics.h

243 lines
7.2 KiB
C++

/* 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.
*
*/
#ifndef SLUDGE_GRAPHICS_H
#define SLUDGE_GRAPHICS_H
#include "common/stream.h"
#include "graphics/surface.h"
#include "graphics/transparent_surface.h"
#include "sludge/sprbanks.h"
namespace Sludge {
class Parallax;
class SludgeEngine;
class SpritePalette;
struct StackHandler;
struct FrozenStuffStruct;
struct LoadedSpriteBank;
struct OnScreenPerson;
struct SpriteBank;
struct Sprite;
struct SpriteLayers;
struct ZBufferData;
enum ELightMapMode {
LIGHTMAPMODE_NONE = -1,
LIGHTMAPMODE_HOTSPOT,
LIGHTMAPMODE_PIXEL,
LIGHTMAPMODE_NUM
};
class GraphicsManager {
public:
GraphicsManager(SludgeEngine *vm);
virtual ~GraphicsManager();
void init();
void kill();
// graphics
void setWindowSize(uint winWidth, uint winHeight) { _winWidth = winWidth; _winHeight = winHeight; }
bool initGfx();
void display();
void clear();
// Parallax
bool loadParallax(uint16 v, uint16 fracX, uint16 fracY);
void killParallax();
void saveParallax(Common::WriteStream *fp);
void drawParallax();
// Backdrop
void killAllBackDrop();
bool resizeBackdrop(int x, int y);
bool killResizeBackdrop(int x, int y);
void killBackDrop();
void loadBackDrop(int fileNum, int x, int y);
void mixBackDrop(int fileNum, int x, int y);
void drawBackDrop();
void blankScreen(int x1, int y1, int x2, int y2);
void blankAllScreen();
void darkScreen();
void saveHSI(Common::WriteStream *stream);
bool loadHSI(Common::SeekableReadStream *stream, int, int, bool);
bool mixHSI(Common::SeekableReadStream *stream, int x = 0, int y = 0);
void drawLine(uint, uint, uint, uint);
void drawHorizontalLine(uint, uint, uint);
void drawVerticalLine(uint, uint, uint);
void hardScroll(int distance);
bool getRGBIntoStack(uint x, uint y, StackHandler *sH);
void saveBackdrop(Common::WriteStream *stream); // To game save
void loadBackdrop(int ssgVersion, Common::SeekableReadStream *streamn); // From game save
// Lightmap
int _lightMapMode;
void killLightMap();
bool loadLightMap(int v);
void saveLightMap(Common::WriteStream *stream);
bool loadLightMap(int ssgVersion, Common::SeekableReadStream *stream);
// Snapshot
void nosnapshot();
bool snapshot();
void saveSnapshot(Common::WriteStream *stream);
bool restoreSnapshot(Common::SeekableReadStream *stream);
// Camera
int getCamX() { return _cameraX; }
int getCamY() { return _cameraY; }
float getCamZoom() { return _cameraZoom; }
void aimCamera(int cameraX, int cameraY);
void zoomCamera(int z);
// Screen
int getCenterX(int width) { return (_winWidth - width) >> 1; }
int checkSizeValide(int width, int height) { return ((width >= 0) && (height >= 0) && (width < (int)_winWidth) && (height < (int)_winHeight)); }
// Freeze
bool freeze();
void unfreeze(bool killImage = true);
int howFrozen();
bool isFrozen() { return (_frozenStuff != nullptr); }
// Sprites
static void forgetSpriteBank(SpriteBank &forgetme);
bool loadSpriteBank(char *filename, SpriteBank &loadhere);
bool loadSpriteBank(int fileNum, SpriteBank &loadhere, bool isFont);
void fontSprite(int x1, int y1, Sprite &single, const SpritePalette &fontPal);
void flipFontSprite(int x1, int y1, Sprite &single, const SpritePalette &fontPal);
bool scaleSprite(Sprite &single, const SpritePalette &fontPal, OnScreenPerson *thisPerson, bool mirror);
void fixScaleSprite(int x1, int y1, Sprite &single, const SpritePalette &fontPal, OnScreenPerson *thisPerson, const int camX, const int camY, bool);
void pasteSpriteToBackDrop(int x1, int y1, Sprite &single, const SpritePalette &fontPal);
bool reserveSpritePal(SpritePalette &sP, int n);
void burnSpriteToBackDrop(int x1, int y1, Sprite &single, const SpritePalette &fontPal);
void resetSpriteLayers(ZBufferData *ptrZBuffer, int x, int y, bool upsidedown);
void addSpriteDepth(Graphics::Surface *ptr, int depth, int x, int y, Graphics::FLIP_FLAGS flip, int width = -1, int height = -1, bool disposeAfterUse = false);
void displaySpriteLayers();
void killSpriteLayers();
// Sprite Bank
LoadedSpriteBank *loadBankForAnim(int ID);
// ZBuffer
bool setZBuffer(int y);
void killZBuffer();
void drawZBuffer(int x, int y, bool upsidedown);
void saveZBuffer(Common::WriteStream *stream);
bool loadZBuffer(Common::SeekableReadStream *stream);
// Colors
void setBlankColor(int r, int g, int b) { _currentBlankColour = _renderSurface.format.RGBToColor(r & 255, g & 255, b & 255);};
void setBurnColor(int r, int g, int b) {
_currentBurnG = r;
_currentBurnG = g;
_currentBurnB = b;
}
void saveColors(Common::WriteStream *stream);
void loadColors(Common::SeekableReadStream *stream);
// Thumbnail
bool setThumbnailSize(int thumbWidth, int thumbHeight);
bool saveThumbnail(Common::WriteStream *stream);
bool skipThumbnail(Common::SeekableReadStream *stream);
void showThumbnail(const Common::String &filename, int x, int y);
// Transition
void setBrightnessLevel(int brightnessLevel);
void setFadeMode(int fadeMode) { _fadeMode = fadeMode; };
void fixBrightness();
void resetRandW();
private:
SludgeEngine *_vm;
uint _winWidth, _winHeight, _sceneWidth, _sceneHeight;
// renderSurface
Graphics::Surface _renderSurface;
// Snapshot
Graphics::Surface _snapshotSurface;
// LightMap
int _lightMapNumber;
Graphics::Surface _lightMap;
// Parallax
Parallax *_parallaxStuff;
// Camera
float _cameraZoom;
int _cameraX, _cameraY;
// Freeze
FrozenStuffStruct *_frozenStuff;
Graphics::Surface _freezeSurface;
void freezeGraphics();
// Back drop
Graphics::Surface _backdropSurface;
Graphics::Surface _origBackdropSurface;
bool _backdropExists;
bool reserveBackdrop();
// Sprites
SpriteLayers *_spriteLayers;
void fontSprite(bool flip, int x, int y, Sprite &single, const SpritePalette &fontPal);
Graphics::Surface *duplicateSurface(Graphics::Surface *surface);
void blendColor(Graphics::Surface * surface, uint32 color, Graphics::TSpriteBlendMode mode);
Graphics::Surface *applyLightmapToSprite(Graphics::Surface *&blitted, OnScreenPerson *thisPerson, bool mirror, int x, int y, int x1, int y1, int diffX, int diffY);
// Sprite banks
LoadedSpriteBanks _allLoadedBanks;
// ZBuffer
ZBufferData *_zBuffer;
void sortZPal(int *oldpal, int *newpal, int size);
// Colors
uint _currentBlankColour;
byte _currentBurnR, _currentBurnG, _currentBurnB;
// Thumbnail
int _thumbWidth;
int _thumbHeight;
// Transition
byte _brightnessLevel;
byte _fadeMode;
};
} // End of namespace Sludge
#endif // SLUDGE_GRAPHICS_H