scummvm/engines/sword1/screen.h
2008-01-05 12:45:14 +00:00

162 lines
4.8 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.
*
* $URL$
* $Id$
*
*/
#ifndef SWORD1_SCREEN_H
#define SWORD1_SCREEN_H
#include "sword1/sworddefs.h"
class OSystem;
namespace Sword1 {
#define MAX_FORE 20
#define MAX_BACK 20
#define MAX_SORT 20
struct SortSpr {
int32 id, y;
};
struct RoomDef {
int totalLayers;
int sizeX;
int sizeY;
int gridWidth; //number of 16*16 grid blocks across - including off screen edges.
uint32 layers[4];
uint32 grids[3];
uint32 palettes[2];
uint32 parallax[2];
};
#define SCRNGRID_X 16
#define SCRNGRID_Y 8
#define SHRINK_BUFFER_SIZE 50000
#define RLE_BUFFER_SIZE 50000
#define FLASH_RED 0
#define FLASH_BLUE 1
#define BORDER_YELLOW 2
#define BORDER_GREEN 3
#define BORDER_PURPLE 4
#define BORDER_BLACK 5
class ResMan;
class ObjectMan;
class Text; // Text objects use sprites that are created internally at run-time
// the buffer belongs to Text, so we need a reference here.
class Screen {
public:
Screen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan);
~Screen(void);
void clearScreen(void);
void useTextManager(Text *pTextMan);
void draw(void);
void quitScreen(void);
void newScreen(uint32 screen);
void setScrolling(int16 offsetX, int16 offsetY);
void addToGraphicList(uint8 listId, uint32 objId);
void fadeDownPalette(void);
void fadeUpPalette(void);
void fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp);
bool stillFading(void);
void fullRefresh(void);
bool showScrollFrame(void);
void updateScreen(void);
void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = NULL, int8 fadeStatus = 0);
void fnSetParallax(uint32 screen, uint32 resId);
void fnFlash(uint8 color);
void fnBorder(uint8 color);
#ifdef BACKEND_8BIT
void plotYUV(byte *lut, int width, int height, byte *const *dat);
#endif
private:
// for router debugging
void drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
void vline(uint16 x, uint16 y1, uint16 y2);
void hline(uint16 x1, uint16 x2, uint16 y);
void bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
void bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
void bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
void bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
void verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight);
void blitBlockClear(uint16 x, uint16 y, uint8 *data);
void renderParallax(uint8 *data);
void processImage(uint32 id);
void spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *sprWidth, uint16 *sprHeight, uint16 *incr);
void drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
void decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest);
void decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest);
void decompressTony(uint8 *src, uint32 compSize, uint8 *dest);
void fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest);
int32 inRange(int32 a, int32 b, int32 c);
void fadePalette(void);
OSystem *_system;
ResMan *_resMan;
ObjectMan *_objMan;
Text *_textMan;
uint16 _currentScreen;
uint8 *_screenBuf;
uint8 *_screenGrid;
uint16 *_layerGrid[4];
uint8 *_layerBlocks[4];
uint8 *_parallax[2];
uint8 _rleBuffer[RLE_BUFFER_SIZE];
uint8 _shrinkBuffer[SHRINK_BUFFER_SIZE];
bool _fullRefresh;
uint16 _oldScrollX, _oldScrollY; // for drawing additional frames
uint32 _foreList[MAX_FORE];
uint32 _backList[MAX_BACK];
SortSpr _sortList[MAX_SORT];
uint8 _foreLength, _backLength, _sortLength;
uint16 _scrnSizeX, _scrnSizeY, _gridSizeX, _gridSizeY;
static RoomDef _roomDefTable[TOTAL_ROOMS]; // from ROOMS.C (not const, see fnSetParallax)
uint8 _targetPalette[256 * 4];
uint8 _currentPalette[256 * 4]; // for fading
uint8 _fadingStep;
int8 _fadingDirection; // 1 for fade up, -1 for fade down
bool _isBlack; // if the logic already faded down the palette, this is set to show the
// mainloop that no further fading is necessary.
};
} // End of namespace Sword1
#endif //BSSCREEN_H