scummvm/queen/graphics.h
David Eriksson 29fc207062 Make frames array available.
svn-id: r10828
2003-10-16 16:55:13 +00:00

200 lines
4.6 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef QUEENGRAPHICS_H
#define QUEENGRAPHICS_H
#include "queen/queen.h"
#include "queen/defs.h"
#include "queen/structs.h"
namespace Queen {
#define MAX_BANK_SIZE 110
#define MAX_FRAMES_NUMBER 256
#define MAX_BANKS_NUMBER 18
#define MAX_BOBS_NUMBER 64
struct BobFrame {
uint16 width, height;
uint16 xhotspot, yhotspot;
uint8 *data;
};
struct BobSlot {
bool active;
//! current position
uint16 x, y;
//! bounding box
Box box;
bool xflip;
//! shrinking percentage
uint16 scale;
//! associated BobFrame
uint16 frameNum;
//! 'direction' for the next frame (-1, 1)
uint8 frameDir;
//! animation stuff
bool animating;
struct {
uint16 speed, speedBak;
//! string based animation
struct {
const AnimFrame *buffer;
const AnimFrame *curPos;
} string;
//! normal moving animation
struct {
bool rebound;
uint16 firstFrame, lastFrame;
} normal;
} anim;
bool moving;
//! moving speed
uint16 speed;
//! move along x axis instead of y
bool xmajor;
//! moving direction
int8 xdir, ydir;
//! destination point
uint16 endx, endy;
uint16 dx, dy;
uint16 total;
void moveOneStep();
void animOneStep();
};
struct TextSlot {
uint16 x;
uint8 color;
Common::String text;
bool outlined;
};
//struct Dynalum {
// uint8 msk[50 * 160]; // mask
// int8 lum[8 * 3]; // rgb
// int8 oldColMask;
// Dynalum(): oldColMask(-1) {}
//};
class Display;
class Graphics {
public:
Graphics(Display *display, Resource *resource);
~Graphics();
void bankLoad(const char *bankname, uint32 bankslot); // loadbank()
void bankUnpack(uint32 srcframe, uint32 dstframe, uint32 bankslot); // unpackbank()
void bankOverpack(uint32 srcframe, uint32 dstframe, uint32 bankslot); // overpackbank()
void bankErase(uint32 bankslot); // erase()
void bobSetupControl();
void bobAnimString(uint32 bobnum, const AnimFrame *buf); // stringanim()
void bobAnimNormal(uint32 bobnum, uint16 firstFrame, uint16 lastFrame, uint16 speed, bool rebound, bool xflip); // makeanim()
void bobMove(uint32 bobnum, uint16 endx, uint16 endy, int16 speed); // movebob()
void bobDraw(uint32 bobnum, uint16 x, uint16 y, uint16 scale, bool xflip, const Box& box); // bob()
void bobDrawInventoryItem(uint32 bobnum, uint16 x, uint16 y); // invbob()
void bobPaste(uint32 bobnum, uint16 x, uint16 y); // bobpaste()
void bobShrink(const BobFrame* pbf, uint16 percentage); // shrinkbob()
void bobClear(uint32 bobnum); // clearbob()
void bobSortAll(); // sortbobs()
void bobDrawAll(); // drawbobs()
void bobClearAll(); // clearallbobs()
BobSlot *bob(int index);
void textCurrentColor(uint8 color); // ink()
void textSet(uint16 x, uint16 y, const char *text, bool outlined = true); // text()
void textDrawAll(); // drawtext()
void textClear(uint16 y1, uint16 y2); // blanktexts()
uint16 textWidth(const char* text) const; // textlen()
void frameErase(uint32 fslot);
void frameEraseAll(bool joe); // freeframes, freeallframes
BobFrame *frame(int index) { return _frames + index; }
void loadBackdrop(const char *name, uint16 room);
void loadPanel();
void useJournal();
void journalBobSetup(uint32 bobnum, uint16 x, uint16 y, uint16 frame);
void journalBobPreDraw();
void update();
private:
enum {
BOB_SHRINK_BUF_SIZE = 60000
};
struct PackedBank {
uint32 indexes[MAX_BANK_SIZE];
uint8 *data;
};
//! unbanked bob frames
BobFrame _frames[MAX_FRAMES_NUMBER];
//! banked bob frames
PackedBank _banks[MAX_BANKS_NUMBER];
BobSlot _bobs[MAX_BOBS_NUMBER];
//! bobs to display
BobSlot *_sortedBobs[MAX_BOBS_NUMBER];
//! number of bobs to display
uint16 _sortedBobsCount;
//! used to scale a BobFrame
BobFrame _shrinkBuffer;
TextSlot _texts[GAME_SCREEN_HEIGHT];
uint8 _curTextColor;
uint16 _cameraBob; // cambob
Display *_display;
Resource *_resource;
};
} // End of namespace Queen
#endif