scummvm/sword2/driver/palette.cpp
Torbjörn Andersson 0426d38aa5 Cleaned up the palette handling a bit. Renamed _palCopy to _palette since I
found the old name misleading (there is only one array that stores the
palette in the engine, though it could be argued that it's a copy of the
one used by the backend), and removed some code that I'm almost certain was
never used. (I've added assert()s to trigger in the cases where it would
have been used.)

svn-id: r13949
2004-06-09 06:33:29 +00:00

183 lines
5.2 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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 "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/driver/d_draw.h"
namespace Sword2 {
/**
* Sets a table of palette indices which will be searched later for a quick
* palette match.
* @param data the palette match table
*/
void Graphics::updatePaletteMatchTable(byte *data) {
assert(data);
memcpy(_paletteMatch, data, PALTABLESIZE);
}
/**
* Matches a colour triplet to a palette index.
* @param r red colour component
* @param g green colour component
* @param b blue colour component
* @return the palette index of the closest matching colour in the palette
*/
// FIXME: This used to be inlined - probably a good idea - but the
// linker complained when I tried to use it in sprite.cpp.
uint8 Graphics::quickMatch(uint8 r, uint8 g, uint8 b) {
return _paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
}
/**
* Sets the palette.
* @param startEntry the first colour entry to set
* @param noEntries the number of colour entries to set
* @param colourTable the new colour entries
*/
void Graphics::setPalette(int16 startEntry, int16 noEntries, byte *colourTable, uint8 fadeNow) {
assert(noEntries > 0);
memcpy(&_palette[4 * startEntry], colourTable, noEntries * 4);
if (fadeNow == RDPAL_INSTANT) {
_vm->_system->setPalette(_palette, startEntry, noEntries);
setNeedFullRedraw();
}
}
void Graphics::dimPalette(void) {
byte *p = _palette;
for (int i = 0; i < 256; i++) {
p[i * 4 + 0] /= 2;
p[i * 4 + 1] /= 2;
p[i * 4 + 2] /= 2;
}
_vm->_system->setPalette(p, 0, 256);
setNeedFullRedraw();
}
/**
* Fades the palette up from black to the current palette.
* @param time the time it will take the palette to fade up
*/
int32 Graphics::fadeUp(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
_fadeTotalTime = (int32) (time * 1000);
_fadeStatus = RDFADE_UP;
_fadeStartTime = _vm->_system->get_msecs();
return RD_OK;
}
/**
* Fades the palette down to black from the current palette.
* @param time the time it will take the palette to fade down
*/
int32 Graphics::fadeDown(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
_fadeTotalTime = (int32) (time * 1000);
_fadeStatus = RDFADE_DOWN;
_fadeStartTime = _vm->_system->get_msecs();
return RD_OK;
}
/**
* Get the current fade status
* @return RDFADE_UP (fading up), RDFADE_DOWN (fading down), RDFADE_NONE
* (not faded), or RDFADE_BLACK (completely faded down)
*/
uint8 Graphics::getFadeStatus(void) {
return _fadeStatus;
}
void Graphics::waitForFade(void) {
while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK) {
updateDisplay();
_vm->_system->delay_msecs(20);
}
}
void Graphics::fadeServer(void) {
static int32 previousTime = 0;
byte fadePalette[256 * 4];
byte *newPalette = fadePalette;
int32 currentTime;
int16 fadeMultiplier;
int16 i;
// If we're not in the process of fading, do nothing.
if (getFadeStatus() != RDFADE_UP && getFadeStatus() != RDFADE_DOWN)
return;
// I don't know if this is necessary, but let's limit how often the
// palette is updated, just to be safe.
currentTime = _vm->_system->get_msecs();
if (currentTime - previousTime <= 25)
return;
previousTime = currentTime;
if (getFadeStatus() == RDFADE_UP) {
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
_fadeStatus = RDFADE_NONE;
newPalette = _palette;
} else {
fadeMultiplier = (int16) (((int32) (currentTime - _fadeStartTime) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8;
newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8;
newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8;
}
}
} else {
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
_fadeStatus = RDFADE_BLACK;
memset(newPalette, 0, sizeof(fadePalette));
} else {
fadeMultiplier = (int16) (((int32) (_fadeTotalTime - (currentTime - _fadeStartTime)) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8;
newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8;
newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8;
}
}
}
_vm->_system->setPalette(newPalette, 0, 256);
setNeedFullRedraw();
}
} // End of namespace Sword2