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