scummvm/engines/avalanche/graphics.h

212 lines
8.1 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.
*
*/
/*
* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
*/
#ifndef AVALANCHE_GRAPHICS_H
#define AVALANCHE_GRAPHICS_H
#include "avalanche/enums.h"
#include "common/file.h"
#include "common/rect.h"
#include "graphics/surface.h"
namespace Avalanche {
class AvalancheEngine;
class AnimationType;
struct SpriteType;
struct ChunkBlock;
typedef byte FontType[256][16];
typedef byte ManiType[2049];
typedef byte SilType[51][11]; // 35, 4
struct MouseHotspotType {
int16 _horizontal, _vertical;
};
class GraphicManager {
public:
static const MouseHotspotType kMouseHotSpots[9];
Color _talkBackgroundColor, _talkFontColor;
GraphicManager(AvalancheEngine *vm);
~GraphicManager();
void init();
void loadDigits();
void loadMouse(byte which);
void drawRectangle(Common::Rect rect, Color color);
void drawFilledRectangle(Common::Rect rect, Color color);
void blackOutScreen();
void drawDot(int x, int y, Color color);
void drawLine(int x1, int y1, int x2, int y2, int penX, int penY, Color color);
Common::Point drawScreenArc(int16 x, int16 y, int16 stAngle, int16 endAngle, uint16 radius, Color color);
void drawPieSlice(int16 x, int16 y, int16 stAngle, int16 endAngle, uint16 radius, Color color);
void drawTriangle(Common::Point *p, Color color);
void drawNormalText(const Common::String text, FontType font, byte fontHeight, int16 x, int16 y, Color color);
void drawScrollText(const Common::String text, FontType font, byte fontHeight, int16 x, int16 y, Color color);
void drawDigit(int index, int x, int y);
void drawDirection(int index, int x, int y);
void drawScrollShadow(int16 x1, int16 y1, int16 x2, int16 y2);
void drawShadowBox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String text);
void drawScroll(int mx, int lx, int my, int ly);
void drawMenuBar(Color color);
void drawSpeedBar(int speed);
void drawBackgroundSprite(int16 x, int16 y, SpriteType &sprite);
void drawMenuBlock(int x1, int y1, int x2, int y2, Color color);
void drawMenuItem(int x1, int y1, int x2, int y2);
void wipeChar(int x, int y, Color color);
void drawChar(byte ander, int x, int y, Color color);
void drawDebugLines();
// For the mini-game "Nim".
void nimLoad();
void nimDrawStone(int x, int y);
void nimDrawInitials();
void nimDrawLogo();
void nimFree();
// Used in wobble()
void shiftScreen();
// Used in winning()
void drawWinningPic();
// Ghostroom's functions:
void ghostDrawMonster(byte ***picture, uint16 destX, int16 destY, MonsterType type);
Graphics::Surface ghostLoadPicture(Common::File &file, Common::Point &coord);
void ghostDrawPicture(const Graphics::Surface &picture, uint16 destX, uint16 destY);
void ghostDrawBackgroundItems(Common::File &file);
// Help's function:
void helpDrawButton(int y, byte which);
void helpDrawHighlight(byte which, Color color);
void helpDrawBigText(const Common::String text, int16 x, int16 y, Color color);
// Shoot em' up's functions:
void seuDrawTitle();
void seuLoad();
void seuFree();
void seuDrawPicture(int x, int y, byte which);
void seuDrawCameo(int destX, int destY, byte w1, byte w2);
uint16 seuGetPicWidth(int which);
uint16 seuGetPicHeight(int which);
// Main Menu's functions:
// The main menu uses a different screen height (350) from the game itself (200 * 2)
// so it needs it's own graphic functions on that matter.
void menuRefreshScreen();
void menuInitialize();
void menuFree();
void menuRestoreScreen();
void menuLoadPictures();
void menuDrawBigText(FontType font, uint16 x, uint16 y, Common::String text, Color color);
void menuDrawIndicator(int x);
void clearAlso();
void clearTextBar();
void setAlsoLine(int x1, int y1, int x2, int y2, Color color);
byte getAlsoColor(int x1, int y1, int x2, int y2);
byte getScreenColor(Common::Point pos);
// Further information about this: http://www.shikadi.net/moddingwiki/Raw_EGA_data
Graphics::Surface loadPictureRaw(Common::File &file, uint16 width, uint16 height);
void drawSprite(AnimationType *sprite, byte picnum, int16 x, int16 y);
void drawThinkPic(Common::String filename, int id);
void drawToolbar();
void drawCursor(byte pos);
void drawReadyLight(Color color);
void drawSoundLight(bool state);
void drawErrorLight(bool state);
void drawSign(Common::String name, int16 xl, int16 yl, int16 y);
void drawIcon(int16 x, int16 y, byte which);
void drawScreenLine(int16 x, int16 y, int16 x2, int16 y2, Color color);
void prepareBubble(int xc, int xw, int my, Common::Point points[3]);
void refreshScreen();
void loadBackground(Common::File &file);
void refreshBackground();
void setBackgroundColor(Color newColor);
void setDialogColor(Color bg, Color text);
void zoomOut(int16 x, int16 y);
void showScroll();
void getNaturalPicture(SpriteType &sprite);
void saveScreen();
void restoreScreen();
void removeBackup();
private:
static const int16 kMouseSize = 134;
static const uint16 kBackgroundWidth = kScreenWidth;
static const byte kEgaPaletteIndex[16];
static const byte kBackgroundHeight = 8 * 12080 / kScreenWidth; // With 640 width it's 151.
// The 8 = number of bits in a byte, and 12080 comes from Lucerna::load().
static const uint16 kMenuScreenHeight = 350;
Graphics::Surface _background;
Graphics::Surface _backup;
Graphics::Surface _digits[10]; // digitsize and rwlitesize are defined in loadDigits() !!!
Graphics::Surface _directions[9]; // Maybe it will be needed to move them to the class itself instead.
Graphics::Surface _magics; // Lucerna::draw_also_lines() draws the "magical" lines here. Further information: https://github.com/urukgit/avalot/wiki/Also
Graphics::Surface _screen; // Only used in refreshScreen() to make it more optimized. (No recreation of it at every call of the function.)
Graphics::Surface _scrolls;
Graphics::Surface _surface;
Graphics::Surface _menu;
// For the mini-game "Nim".
Graphics::Surface _nimStone;
Graphics::Surface _nimInitials[3];
Graphics::Surface _nimLogo;
// For the mini-game "Shoot em' up".
Graphics::Surface _seuPictures[99];
byte _egaPalette[64][3];
AvalancheEngine *_vm;
void skipDifference(int size, const Graphics::Surface &picture, Common::File &file);
// Further information about these two: http://www.shikadi.net/moddingwiki/Raw_EGA_data
Graphics::Surface loadPictureGraphic(Common::File &file); // Reads Graphic-planar EGA data.
Graphics::Surface loadPictureSign(Common::File &file, uint16 width, uint16 height); // Reads a tricky type of picture used for the "game over"/"about" scrolls and in the mini-game Nim.
void drawText(Graphics::Surface &surface, const Common::String text, FontType font, byte fontHeight, int16 x, int16 y, Color color);
void drawBigText(Graphics::Surface &surface, const Common::String text, FontType font, byte fontHeight, int16 x, int16 y, Color color);
void drawPicture(Graphics::Surface &target, const Graphics::Surface picture, uint16 destX, uint16 destY);
// Taken from Free Pascal's Procedure InternalEllipseDefault. Used to replace Pascal's procedure arc.
// Returns the end point of the arc. (Needed in Clock.)
Common::Point drawArc(Graphics::Surface &surface, int16 x, int16 y, int16 stAngle, int16 endAngle, uint16 radius, Color color);
};
} // End of namespace Avalanche
#endif // AVALANCHE_GRAPHICS_H