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89 lines
2.9 KiB
C++
89 lines
2.9 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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* aint32 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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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_PALETTE_H
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#define SAGA2_PALETTE_H
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namespace Saga2 {
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/* ===================================================================== *
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Typedefs
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* ===================================================================== */
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typedef gPalette *gPalettePtr;
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/* ===================================================================== *
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Exports
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* ===================================================================== */
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// Global palette resource handles
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extern gPalettePtr midnightPalette,
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noonPalette,
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darkPalette;
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/* ===================================================================== *
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Function prototypes
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* ===================================================================== */
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// Initialize global palette resources
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void loadPalettes(void);
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// Dump global palette resources
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void cleanupPalettes(void);
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// Begin fade up/down
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void beginFade(gPalettePtr newPalette, int32 fadeDuration);
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// Update state of palette fade up/down
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bool updatePalette(void);
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// Linearly interpolate between two specified palettes
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void createPalette(
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gPalettePtr newP,
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gPalettePtr srcP,
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gPalettePtr dstP,
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int32 elapsedTime,
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int32 totalTime);
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// Set the current palette
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void setCurrentPalette(gPalettePtr newPal);
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// Return the current palette
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void getCurrentPalette(gPalettePtr pal);
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void setPaletteToBlack(void);
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// Initialize the state of the current palette and fade up/down.
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void initPaletteState(void);
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// Save the current state of the current palette and fade up/down in
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// a save file.
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void savePaletteState(SaveFileConstructor &saveGame);
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// Load and set the current state of the current palette and fade
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// up/down from a save file.
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void loadPaletteState(SaveFileReader &saveGame);
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// Cleanup the palette
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inline void cleanupPaletteState(void) { /* do nothing */ }
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} // end of namespace Saga2
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#endif
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