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https://github.com/libretro/scummvm.git
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183 lines
4.9 KiB
C++
183 lines
4.9 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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#ifndef TWINE_SCREENS_H
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#define TWINE_SCREENS_H
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#include "common/scummsys.h"
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#include "graphics/managed_surface.h"
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#include "graphics/surface.h"
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#include "twine/twine.h"
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namespace TwinE {
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class TwinEEngine;
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class Screens {
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private:
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TwinEEngine *_engine;
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public:
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Screens(TwinEEngine *engine) : _engine(engine) {}
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/** In-game palette (should not be used, except in special case. otherwise use other images functions instead) */
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uint8 palette[NUMOFCOLORS * 3]{0};
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/** converted in-game palette */
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uint32 paletteRGBA[NUMOFCOLORS]{0};
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/** converted custom palette */
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uint32 paletteRGBACustom[NUMOFCOLORS]{0};
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/** flag to check if a custom palette is in use */
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bool palCustom = false;
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/** flag to check in the game palette was changed */
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bool palResetted = false;
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/** flag to check if the main flag is locked */
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bool lockPalette = false;
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/** flag to check if we are using a different palette than the main one */
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bool useAlternatePalette = false;
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/** main game palette */
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uint8 *mainPalette = nullptr;
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/** converted in-game palette */
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uint32 mainPaletteRGBA[NUMOFCOLORS]{0};
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/** Load and display Adeline Logo */
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void adelineLogo();
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void convertPalToRGBA(const uint8 *in, uint32 *out);
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/**
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* Load a custom palette
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* @param index \a RESS.HQR entry index (starting from 0)
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*/
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void loadCustomPalette(int32 index);
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/** Load and display Main Menu image */
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void loadMenuImage(bool fade_in = true);
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/**
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* Load and display a particulary image on \a RESS.HQR file with cross fade effect
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* @param index \a RESS.HQR entry index (starting from 0)
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* @param fade_in if we fade in before using the palette
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*/
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void loadImage(int32 index, bool fade_in = true);
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/**
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* Load and display a particulary image on \a RESS.HQR file with cross fade effect and delay
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* @param index \a RESS.HQR entry index (starting from 0)
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* @param time number of seconds to delay
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*/
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void loadImageDelay(int32 index, int32 time);
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/**
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* Fade image in
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* @param palette current palette to fade in
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*/
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void fadeIn(uint32 *palette);
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/**
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* Fade image out
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* @param palette current palette to fade out
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*/
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void fadeOut(uint32 *palette);
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/**
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* Calculate a new color component according with an intensity
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* @param modifier color compenent
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* @param color color value
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* @param param unknown
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* @param intensity intensity value to adjust
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* @return new color component
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*/
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int32 crossDot(int32 modifier, int32 color, int32 param, int32 intensity);
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/**
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* Adjust palette intensity
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* @param R red component of color
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* @param G green component of color
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* @param B blue component of color
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* @param palette palette to adjust
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* @param intensity intensity value to adjust
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*/
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void adjustPalette(uint8 R, uint8 G, uint8 B, const uint32 *palette, int32 intensity);
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/**
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* Adjust between two palettes
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* @param pal1 palette from adjust
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* @param pal2 palette to adjust
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*/
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void adjustCrossPalette(const uint32 *pal1, const uint32 *pal2);
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/**
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* Fade image to black
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* @param palette current palette to fade
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*/
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void fadeToBlack(uint32 *palette);
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/**
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* Fade image with another palette source
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* @param palette current palette to fade
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*/
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void fadeToPal(uint32 *palette);
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/** Fade black palette to white palette */
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void blackToWhite();
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/** Resets both in-game and sdl palettes */
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void setBackPal();
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/**
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* Fade palette to red palette
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* @param palette current palette to fade
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*/
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void fadePalRed(uint32 *palette);
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/**
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* Fade red to palette
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* @param palette current palette to fade
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*/
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void fadeRedPal(uint32 *palette);
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/**
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* Copy a determinate screen buffer to another
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* @param source screen buffer
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* @param destination screen buffer
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*/
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void copyScreen(const uint8 *source, uint8 *destination);
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void copyScreen(const Graphics::ManagedSurface &source, Graphics::ManagedSurface &destination);
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/** Clear front buffer screen */
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void clearScreen();
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/** Init palettes */
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void initPalettes();
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};
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} // namespace TwinE
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#endif
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