scummvm/engines/sword2/screen.h
Torbjörn Andersson 5658e71f4d Added support for DXA cutscenes, while still retaining support for the old MPEG
cutscenes and the "dummy" (subtitles and voice-over) mode. Several tweaks and
cleanups were made in this process, and there may very well be regressions, but
it should be stable enough to commit.

svn-id: r23420
2006-07-08 11:42:07 +00:00

438 lines
11 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 The ScummVM project
*
* 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 SWORD2_SCREEN_H
#define SWORD2_SCREEN_H
#include "common/rect.h"
#include "common/stream.h"
#define MAX_bgp0_sprites 6
#define MAX_bgp1_sprites 6
#define MAX_back_sprites 30
#define MAX_sort_sprites 30
#define MAX_fore_sprites 30
#define MAX_fgp0_sprites 6
#define MAX_fgp1_sprites 6
#define PALTABLESIZE (64 * 64 * 64)
#define BLOCKWIDTH 64
#define BLOCKHEIGHT 64
#define MAXLAYERS 5
#define MENUDEEP 40
#define RENDERWIDE 640
#define RENDERDEEP (480 - (MENUDEEP * 2))
// Maximum scaled size of a sprite
#define SCALE_MAXWIDTH 512
#define SCALE_MAXHEIGHT 512
// Dirty grid cell size
#define CELLWIDE 10
#define CELLDEEP 20
namespace Sword2 {
class Sword2Engine;
// Sprite defines
enum {
// This is the low byte part of the sprite type.
RDSPR_TRANS = 0x0001,
RDSPR_BLEND = 0x0004,
RDSPR_FLIP = 0x0008,
RDSPR_SHADOW = 0x0010,
RDSPR_DISPLAYALIGN = 0x0020,
RDSPR_NOCOMPRESSION = 0x0040,
RDSPR_EDGEBLEND = 0x0080, // Unused
// This is the high byte part of the sprite type, which defines what
// type of compression is used. Unless RDSPR_NOCOMPRESSION is set.
RDSPR_RLE16 = 0x0000,
RDSPR_RLE256 = 0x0100,
RDSPR_RLE256FAST = 0x0200
};
// Fading defines
enum {
RDFADE_NONE,
RDFADE_UP,
RDFADE_DOWN,
RDFADE_BLACK
};
// Palette defines
enum {
RDPAL_FADE,
RDPAL_INSTANT
};
// Blitting FX defines
enum {
RDBLTFX_SPRITEBLEND = 0x01,
RDBLTFX_SHADOWBLEND = 0x02,
RDBLTFX_EDGEBLEND = 0x04
};
// Structure filled out by each object to register its graphic printing
// requrements
struct BuildUnit {
int16 x;
int16 y;
uint16 scaled_width;
uint16 scaled_height;
int16 sort_y;
uint32 anim_resource;
uint16 anim_pc;
// Denotes a scaling sprite at print time - and holds the scaling value
// for the shrink routine
uint16 scale;
// Non-zero means this item is a layer - retrieve from background layer
// and send to special renderer
uint16 layer_number;
// True means we want this frame to be affected by the shading mask
bool shadingFlag;
};
struct ScreenInfo {
uint16 scroll_offset_x; // Position x
uint16 scroll_offset_y; // Position y
uint16 max_scroll_offset_x; // Calc'ed in fnInitBackground
uint16 max_scroll_offset_y;
int16 player_feet_x; // Feet coordinates to use - cant just
int16 player_feet_y; // fetch the player compact anymore
int16 feet_x; // Special offset-to-player position -
int16 feet_y; // tweek as desired - always set in
// screen manager object startup
uint16 screen_wide; // Size of background layer - hence
uint16 screen_deep; // size of back buffer itself (Paul
// actually malloc's it)
uint32 background_layer_id; // Id of the normal background layer
// from the header of the main
// background layer
uint16 number_of_layers;
uint8 new_palette; // Set to non zero to start the
// palette held within layer file
// fading up after a buildDisplay()
uint8 scroll_flag; // Scroll mode 0 off 1 on
bool mask_flag; // Using shading mask
};
// The SpriteInfo structure is used to tell the driver96 code what attributes
// are linked to a sprite for drawing. These include position, scaling and
// compression.
struct SpriteInfo {
int16 x; // coords for top-left of sprite
int16 y;
uint16 w; // dimensions of sprite (before scaling)
uint16 h;
uint16 scale; // scale at which to draw, given in 256ths ['0' or '256' MEANS DON'T SCALE]
uint16 scaledWidth; // new dimensions (we calc these for the mouse area, so may as well pass to you to save time)
uint16 scaledHeight; //
uint16 type; // mask containing 'RDSPR_' bits specifying compression type, flip, transparency, etc
uint16 blend; // holds the blending values.
byte *data; // pointer to the sprite data
byte *colourTable; // pointer to 16-byte colour table, only applicable to 16-col compression type
};
struct BlockSurface {
byte data[BLOCKWIDTH * BLOCKHEIGHT];
bool transparent;
};
struct Parallax {
uint16 w;
uint16 h;
// The dimensions are followed by an offset table, but we don't know in
// advance how big it is. See initializeBackgroundLayer().
static const int size() {
return 4;
}
void read(byte *addr) {
Common::MemoryReadStream readS(addr, size());
w = readS.readUint16LE();
h = readS.readUint16LE();
}
void write(byte *addr) {
Common::MemoryWriteStream writeS(addr, size());
writeS.writeUint16LE(w);
writeS.writeUint16LE(h);
}
};
class Screen {
private:
Sword2Engine *_vm;
// _thisScreen describes the current back buffer and its in-game scroll
// positions, etc.
ScreenInfo _thisScreen;
int32 _renderCaps;
int8 _renderLevel;
byte *_buffer;
byte *_lightMask;
// Game screen metrics
int16 _screenWide;
int16 _screenDeep;
bool _needFullRedraw;
// Scroll variables. _scrollX and _scrollY hold the current scroll
// position, and _scrollXTarget and _scrollYTarget are the target
// position for the end of the game cycle.
int16 _scrollX;
int16 _scrollY;
int16 _scrollXTarget;
int16 _scrollYTarget;
int16 _scrollXOld;
int16 _scrollYOld;
int16 _parallaxScrollX; // current x offset to link a sprite to the
// parallax layer
int16 _parallaxScrollY; // current y offset to link a sprite to the
// parallax layer
int16 _locationWide;
int16 _locationDeep;
// Dirty grid handling
byte *_dirtyGrid;
uint16 _gridWide;
uint16 _gridDeep;
byte _palette[256 * 4];
byte _paletteMatch[PALTABLESIZE];
uint8 _fadeStatus;
int32 _fadeStartTime;
int32 _fadeTotalTime;
// 'frames per second' counting stuff
uint32 _fps;
uint32 _cycleTime;
uint32 _frameCount;
int32 _initialTime;
int32 _startTime;
int32 _totalTime;
int32 _renderAverageTime;
int32 _framesPerGameCycle;
bool _renderTooSlow;
void startNewPalette();
void resetRenderEngine();
void startRenderCycle();
bool endRenderCycle();
// Holds the order of the sort list, i.e. the list stays static and we
// sort this array.
uint16 _sortOrder[MAX_sort_sprites];
BuildUnit _bgp0List[MAX_bgp0_sprites];
BuildUnit _bgp1List[MAX_bgp1_sprites];
BuildUnit _backList[MAX_back_sprites];
BuildUnit _sortList[MAX_sort_sprites];
BuildUnit _foreList[MAX_fore_sprites];
BuildUnit _fgp0List[MAX_fgp0_sprites];
BuildUnit _fgp1List[MAX_fgp1_sprites];
uint32 _curBgp0;
uint32 _curBgp1;
uint32 _curBack;
uint32 _curSort;
uint32 _curFore;
uint32 _curFgp0;
uint32 _curFgp1;
void drawBackPar0Frames();
void drawBackPar1Frames();
void drawBackFrames();
void drawSortFrames(byte *file);
void drawForeFrames();
void drawForePar0Frames();
void drawForePar1Frames();
void processLayer(byte *file, uint32 layer_number);
void processImage(BuildUnit *build_unit);
uint8 _scrollFraction;
// Last palette used - so that we can restore the correct one after a
// pause (which dims the screen) and it's not always the main screen
// palette that we want, eg. during the eclipse
// This flag gets set in startNewPalette() and setFullPalette()
uint32 _lastPaletteRes;
// Debugging stuff
uint32 _largestLayerArea;
uint32 _largestSpriteArea;
char _largestLayerInfo[128];
char _largestSpriteInfo[128];
void registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega, BuildUnit *build_unit);
void mirrorSprite(byte *dst, byte *src, int16 w, int16 h);
int32 decompressRLE256(byte *dst, byte *src, int32 decompSize);
void unwindRaw16(byte *dst, byte *src, uint8 blockSize, byte *colTable);
int32 decompressRLE16(byte *dst, byte *src, int32 decompSize, byte *colTable);
void renderParallax(byte *ptr, int16 layer);
void markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1);
uint8 _xBlocks[MAXLAYERS];
uint8 _yBlocks[MAXLAYERS];
// An array of sub-blocks, one for each of the parallax layers.
BlockSurface **_blockSurfaces[MAXLAYERS];
uint16 _xScale[SCALE_MAXWIDTH];
uint16 _yScale[SCALE_MAXHEIGHT];
void blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect);
uint16 _layer;
public:
Screen(Sword2Engine *vm, int16 width, int16 height);
~Screen();
int8 getRenderLevel();
void setRenderLevel(int8 level);
byte *getScreen() { return _buffer; }
byte *getPalette() { return _palette; }
ScreenInfo *getScreenInfo() { return &_thisScreen; }
int16 getScreenWide() { return _screenWide; }
int16 getScreenDeep() { return _screenDeep; }
uint32 getCurBgp0() { return _curBgp0; }
uint32 getCurBgp1() { return _curBgp1; }
uint32 getCurBack() { return _curBack; }
uint32 getCurSort() { return _curSort; }
uint32 getCurFore() { return _curFore; }
uint32 getCurFgp0() { return _curFgp0; }
uint32 getCurFgp1() { return _curFgp1; }
uint32 getFps() { return _fps; }
uint32 getLargestLayerArea() { return _largestLayerArea; }
uint32 getLargestSpriteArea() { return _largestSpriteArea; }
char *getLargestLayerInfo() { return _largestLayerInfo; }
char *getLargestSpriteInfo() { return _largestSpriteInfo; }
void setNeedFullRedraw();
void clearScene();
void resetRenderLists();
void setLocationMetrics(uint16 w, uint16 h);
int32 initialiseBackgroundLayer(byte *parallax);
void closeBackgroundLayer();
void initialiseRenderCycle();
void initBackground(int32 res, int32 new_palette);
void registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega);
void setScrollFraction(uint8 f) { _scrollFraction = f; }
void setScrollTarget(int16 x, int16 y);
void setScrolling();
void setFullPalette(int32 palRes);
void setPalette(int16 startEntry, int16 noEntries, byte *palette, uint8 setNow);
uint8 quickMatch(uint8 r, uint8 g, uint8 b);
int32 fadeUp(float time = 0.75);
int32 fadeDown(float time = 0.75);
uint8 getFadeStatus();
void dimPalette();
void waitForFade();
void fadeServer();
void updateDisplay(bool redrawScene = true);
void displayMsg(byte *text, int time);
int32 createSurface(SpriteInfo *s, byte **surface);
void drawSurface(SpriteInfo *s, byte *surface, Common::Rect *clipRect = NULL);
void deleteSurface(byte *surface);
int32 drawSprite(SpriteInfo *s);
void scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth,
uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
uint16 srcHeight);
void scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth,
uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
uint16 srcHeight, byte *backbuf);
void updateRect(Common::Rect *r);
int32 openLightMask(SpriteInfo *s);
int32 closeLightMask();
void buildDisplay();
void plotPoint(int x, int y, uint8 colour);
void drawLine(int x0, int y0, int x1, int y1, uint8 colour);
void rollCredits();
void splashScreen();
};
} // End of namespace Sword2
#endif