scummvm/engines/cine/gfx.h
Eugene Sandulenko d577d863ce CINE: Fix bug #2812694.
Bug #2812694: "CINE: Operation Stealth german crash". Our code
assumed that there exists only 256-color version which is not
the case for German version. Added code to store background
format. Old savegames are broken and could not be fixed.

Bumped savefile version.

svn-id: r49699
2010-06-15 10:17:18 +00:00

313 lines
9.8 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 CINE_GFX_H
#define CINE_GFX_H
#include "common/noncopyable.h"
#include "common/rect.h"
#include "common/stack.h"
#include "cine/object.h"
namespace Cine {
extern byte *collisionPage;
static const int kCollisionPageBgIdxAlias = 8;
/**
* Background with palette
*/
struct palBg {
byte *bg; ///< Background data
Cine::Palette pal; ///< Background color palette
char name[15]; ///< Background filename
/** @brief Default constructor. */
palBg() : bg(NULL), pal(), name() {
// Make sure the name is empty (Maybe this is not needed?)
memset(this->name, 0, sizeof(this->name));
}
/** @brief Clears the struct (Releases allocated memory etc). */
void clear() {
// In Operation Stealth the 9th background is sometimes aliased to
// the collision page so we should take care not to double delete it
// (The collision page is deleted elsewhere).
if (this->bg != collisionPage) {
delete[] this->bg;
}
this->bg = NULL;
this->pal.clear();
memset(this->name, 0, sizeof(this->name));
}
};
class FWRenderer;
class Menu {
public:
enum Type {
kSelectionMenu,
kTextInputMenu
};
Menu(Type t) : _type(t) {}
virtual ~Menu() {}
Type getType() const { return _type; }
virtual void drawMenu(FWRenderer &r, bool top) = 0;
private:
const Type _type;
};
class SelectionMenu : public Menu {
public:
SelectionMenu(Common::Point p, int width, Common::StringArray elements);
int getElementCount() const { return _elements.size(); }
void setSelection(int selection);
void drawMenu(FWRenderer &r, bool top);
private:
const Common::Point _pos;
const int _width;
const Common::StringArray _elements;
int _selection;
};
class TextInputMenu : public Menu {
public:
TextInputMenu(Common::Point p, int width, const char *info);
void setInput(const char *input, int cursor);
void drawMenu(FWRenderer &r, bool top);
private:
const Common::Point _pos;
const int _width;
const Common::String _info;
Common::String _input;
int _cursor;
};
/**
* Future Wars renderer
*
* Screen backbuffer is not cleared between frames.
*/
class FWRenderer : public Common::NonCopyable {
// TODO: Consider getting rid of this
friend class SelectionMenu;
friend class TextInputMenu;
private:
byte *_background; ///< Current background
char _bgName[13]; ///< Background filename
Common::String _cmd; ///< Player command string
protected:
static const int _screenSize = 320 * 200; ///< Screen size
static const int _screenWidth = 320; ///< Screen width
static const int _screenHeight = 200; ///< Screen height
byte *_backBuffer; ///< Screen backbuffer
Cine::Palette _backupPal; ///< The backup color palette
Cine::Palette _activePal; ///< The active color palette
Common::Stack<Menu *> _menuStack; ///< All displayed menus
int _changePal; ///< Load active palette to video backend on next frame
bool _showCollisionPage; ///< Should we show the collision page instead of the back buffer? Used for debugging.
void fillSprite(const ObjectStruct &obj, uint8 color = 0);
void drawMaskedSprite(const ObjectStruct &obj, const byte *mask);
virtual void drawSprite(const ObjectStruct &obj);
void drawCommand();
void drawMessage(const char *str, int x, int y, int width, int color);
void drawPlainBox(int x, int y, int width, int height, byte color);
void drawTransparentBox(int x, int y, int width, int height);
void drawBorder(int x, int y, int width, int height, byte color);
void drawDoubleBorder(int x, int y, int width, int height, byte color);
virtual int drawChar(char character, int x, int y);
void drawLine(int x, int y, int width, int height, byte color);
void remaskSprite(byte *mask, Common::List<overlay>::iterator it);
virtual void drawBackground();
virtual void renderOverlay(const Common::List<overlay>::iterator &it);
void drawOverlays();
void blit();
public:
uint16 _messageBg; ///< Message box background color
uint16 _cmdY; ///< Player command string position on screen
FWRenderer();
virtual ~FWRenderer();
virtual bool initialize();
/** Test if renderer is ready to draw */
virtual bool ready() { return _background != NULL; }
virtual void clear();
void drawFrame();
void setCommand(Common::String cmd);
virtual void incrustMask(const ObjectStruct &obj, uint8 color = 0);
virtual void incrustSprite(const ObjectStruct &obj);
virtual void loadBg16(const byte *bg, const char *name, unsigned int idx = 0);
virtual void loadCt16(const byte *ct, const char *name);
virtual void loadBg256(const byte *bg, const char *name, unsigned int idx = 0);
virtual void loadCt256(const byte *ct, const char *name);
virtual void selectBg(unsigned int idx);
virtual void selectScrollBg(unsigned int idx);
virtual void setScroll(unsigned int shift);
virtual uint getScroll() const;
virtual void removeBg(unsigned int idx);
virtual void saveBgNames(Common::OutSaveFile &fHandle);
virtual const char *getBgName(uint idx = 0) const;
virtual void refreshPalette();
virtual void reloadPalette();
virtual void restorePalette(Common::SeekableReadStream &fHandle, int version);
virtual void savePalette(Common::OutSaveFile &fHandle);
virtual void rotatePalette(int a, int b, int c);
virtual void transformPalette(int first, int last, int r, int g, int b);
void pushMenu(Menu *menu);
Menu *popMenu();
void clearMenuStack();
virtual void fadeToBlack();
void showCollisionPage(bool state);
void drawString(const char *string, byte param);
int getStringWidth(const char *str);
};
/**
* Operation Stealth renderer
*/
class OSRenderer : public FWRenderer {
private:
Common::Array<palBg> _bgTable; ///< Table of backgrounds loaded into renderer (Maximum is 9)
unsigned int _currentBg; ///< Current background
unsigned int _scrollBg; ///< Current scroll background
unsigned int _bgShift; ///< Background shift
protected:
void drawSprite(const ObjectStruct &obj);
int drawChar(char character, int x, int y);
void drawBackground();
void renderOverlay(const Common::List<overlay>::iterator &it);
public:
OSRenderer();
~OSRenderer();
bool initialize();
/** Test if renderer is ready to draw */
bool ready() { return _bgTable[_currentBg].bg != NULL; }
void clear();
void incrustMask(const ObjectStruct &obj, uint8 color = 0);
void incrustSprite(const ObjectStruct &obj);
void loadBg16(const byte *bg, const char *name, unsigned int idx = 0);
void loadCt16(const byte *ct, const char *name);
void loadBg256(const byte *bg, const char *name, unsigned int idx = 0);
void loadCt256(const byte *ct, const char *name);
void selectBg(unsigned int idx);
void selectScrollBg(unsigned int idx);
void setScroll(unsigned int shift);
uint getScroll() const;
void removeBg(unsigned int idx);
void saveBgNames(Common::OutSaveFile &fHandle);
const char *getBgName(uint idx = 0) const;
void reloadPalette();
void restorePalette(Common::SeekableReadStream &fHandle, int version);
void savePalette(Common::OutSaveFile &fHandle);
void transformPalette(int first, int last, int r, int g, int b);
};
void gfxDrawSprite(byte *src4, uint16 sw, uint16 sh, byte *dst4, int16 sx, int16 sy);
extern FWRenderer *renderer;
void setMouseCursor(int cursor);
void gfxCopyPage(byte *source, byte *dest);
void transformPaletteRange(byte startColor, byte numColor, int8 r, int8 g, int8 b);
void gfxFlipPage();
void gfxDrawMaskedSprite(const byte *ptr, const byte *msk, uint16 width, uint16 height, byte *page, int16 x, int16 y);
void gfxFillSprite(const byte *src4, uint16 sw, uint16 sh, byte *dst4, int16 sx, int16 sy, uint8 fillColor = 0);
void gfxUpdateSpriteMask(byte *destMask, int16 x, int16 y, int16 width, int16 height, const byte *maskPtr, int16 xm, int16 ym, int16 maskWidth, int16 maskHeight);
void gfxDrawLine(int16 x1, int16 y1, int16 x2, int16 y2, byte color, byte *page);
void gfxDrawPlainBox(int16 x1, int16 y1, int16 x2, int16 y2, byte color);
void gfxResetPage(byte *pagePtr);
int16 gfxGetBit(int16 x, int16 y, const byte *ptr, int16 width);
byte gfxGetColor(int16 x, int16 y, const byte *ptr, int16 width);
void gfxResetRawPage(byte *pageRaw);
void gfxConvertSpriteToRaw(byte *dst, const byte *src, uint16 w, uint16 h);
void gfxCopyRawPage(byte *source, byte * dest);
void gfxFlipRawPage(byte *frontBuffer);
void drawSpriteRaw(const byte *spritePtr, const byte *maskPtr, int16 width, int16 height, byte *page, int16 x, int16 y);
void gfxDrawPlainBoxRaw(int16 x1, int16 y1, int16 x2, int16 y2, byte color, byte *page);
void drawSpriteRaw2(const byte *spritePtr, byte transColor, int16 width, int16 height, byte *page, int16 x, int16 y);
void maskBgOverlay(const byte *spritePtr, const byte *maskPtr, int16 width, int16 height, byte *page, int16 x, int16 y);
void fadeFromBlack();
void fadeToBlack();
// wtf?!
//void gfxDrawMaskedSprite(byte *param1, byte *param2, byte *param3, byte *param4, int16 param5);
void gfxWaitVBL();
void gfxRedrawMouseCursor();
void blitScreen(byte *frontBuffer, byte *backbuffer);
void blitRawScreen(byte *frontBuffer);
void flip();
} // End of namespace Cine
#endif