scummvm/sky/screen.cpp
Robert Göffringmann b62902f89b added class SkyGrid (still untested)
svn-id: r7121
2003-04-25 23:14:41 +00:00

186 lines
3.9 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.
*
* $Header$
*
*/
#include "stdafx.h"
#include <string.h>
#include "common/scummsys.h"
#include "sky/skydefs.h"
#include "sky/sky.h"
#define SCROLL_JUMP 16
#define VGA_COLOURS 256
#define GAME_COLOURS 240
uint8 top16Colours[] =
{
0, 0, 0,
38, 38, 38,
63, 63, 63,
0, 0, 0,
0, 0, 0,
0, 0, 0,
0, 0, 0,
54, 54, 54,
45, 47, 49,
32, 31, 41,
29, 23, 37,
23, 18, 30,
49, 11, 11,
39, 5, 5,
29, 1, 1,
63, 63, 63
};
void SkyState::initialiseScreen(void) {
int i;
uint8 tmpPal[1024];
_system->init_size(FULL_SCREEN_WIDTH, FULL_SCREEN_HEIGHT);
_backScreen = (uint8 *)malloc(FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT);
//_gameGrid = (uint8 *)malloc(GRID_X * GRID_Y * 2);
_workPalette = (uint8 *)malloc(VGA_COLOURS * 3);
//blank the first 240 colors of the palette
memset(tmpPal, 0, GAME_COLOURS * 4);
//set the remaining colors
for (i = 0; i < (VGA_COLOURS-GAME_COLOURS); i++) {
tmpPal[GAME_COLOURS + i * 4] = (top16Colours[i * 3] << 2) + (top16Colours[i * 3] & 3);
tmpPal[GAME_COLOURS + i * 4 + 1] = (top16Colours[i * 3 + 1] << 2) + (top16Colours[i * 3 + 1] & 3);
tmpPal[GAME_COLOURS + i * 4 + 2] = (top16Colours[i * 3 + 2] << 2) + (top16Colours[i * 3 + 2] & 3);
tmpPal[GAME_COLOURS + i * 4 + 3] = 0x00;
}
//set the palette
_system->set_palette(tmpPal, 0, 256);
}
//set a new palette, pal is a pointer to dos vga rgb components 0..63
void SkyState::setPalette(uint8 *pal) {
convertPalette(pal, _palette);
_system->set_palette(_palette, 0, 256);
}
void SkyState::convertPalette(uint8 *inPal, uint8* outPal) { //convert 3 byte 0..63 rgb to 4byte 0..255 rgbx
int i;
for (i = 0; i < VGA_COLOURS; i++) {
outPal[4 * i] = (inPal[3 * i] << 2) + (inPal[3 * i] & 3);
outPal[4 * i + 1] = (inPal[3 * i + 1] << 2) + (inPal[3 * i + 1] & 3);
outPal[4 * i + 2] = (inPal[3 * i + 2] << 2) + (inPal[3 * i + 2] & 3);
outPal[4 * i + 3] = 0x00;
}
}
//action = 0, simply fade out
//action = 1, scroll left
//action = 2, scroll right
void SkyState::fnFadeDown(uint8 action) {
if (action) {
//do scroll
} else {
int i = 32;
do {
palette_fadedown_helper((uint32 *)_palette, 256);
_system->set_palette(_palette, 0, 256);
_system->update_screen();
delay(10);
} while (--i);
}
}
void SkyState::palette_fadedown_helper(uint32 *pal, uint num) {
byte *p = (byte *)pal;
do {
if (p[0] >= 8)
p[0] -= 8;
else
p[0] = 0;
if (p[1] >= 8)
p[1] -= 8;
else
p[1] = 0;
if (p[2] >= 8)
p[2] -= 8;
else
p[2] = 0;
p += sizeof(uint32);
} while (--num);
}
void SkyState::paletteFadeUp(uint8 *pal) {
byte tmpPal[1024];
convertPalette(pal, tmpPal);
int i = 32;
do {
palette_fadeup_helper((uint32 *)_palette, (uint32 *)tmpPal, 256);
_system->set_palette(_palette, 0, 256);
_system->update_screen();
delay(10);
} while (--i);
}
void SkyState::palette_fadeup_helper(uint32 *realPal, uint32 *desiredPal, int num) {
byte *r = (byte *)realPal;
byte *d = (byte *)desiredPal;
do {
if (r[0] < d[0]-8)
r[0] += 8;
else
r[0] = d[0];
if (r[1] < d[1]-8)
r[1] += 8;
else
r[1] = d[1];
if (r[2] < d[2]-8)
r[2] += 8;
else
r[2] = d[2];
r += sizeof(uint32);
d += sizeof(uint32);
} while (--num);
}