scummvm/sword2/build_display.h
Torbjörn Andersson cd6e22a3b1 Cleanup. Most of is simply moves the credits code out of Logic and into
Screen. I've also added an unused "splash screen" function that displays
the image that used to be shown by CacheNewCluster() while copying a data
file from CD to hard disk. ScummVM doesn't do that, but it's a nice image
that I wish we could do something useful with, and it's easier to have the
code here for reference than having to dig through old revisions of the
resource manager.

svn-id: r17894
2005-05-02 05:41:01 +00:00

432 lines
11 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 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 _BUILD_DISPLAY
#define _BUILD_DISPLAY
#include "common/rect.h"
#define MAX_bgp0_sprites 6
#define MAX_bgp1_sprites 6
#define MAX_back_sprites 30
#define MAX_sort_sprites 30
#define MAX_fore_sprites 30
#define MAX_fgp0_sprites 6
#define MAX_fgp1_sprites 6
#define PALTABLESIZE (64 * 64 * 64)
#define BLOCKWIDTH 64
#define BLOCKHEIGHT 64
#define MAXLAYERS 5
#define MENUDEEP 40
#define RENDERWIDE 640
#define RENDERDEEP (480 - (MENUDEEP * 2))
// Maximum scaled size of a sprite
#define SCALE_MAXWIDTH 512
#define SCALE_MAXHEIGHT 512
// Dirty grid cell size
#define CELLWIDE 10
#define CELLDEEP 20
namespace Sword2 {
class Sword2Engine;
struct ObjectMouse;
struct ObjectGraphic;
struct ObjectMega;
// Sprite defines
enum {
// This is the low byte part of the sprite type.
RDSPR_TRANS = 0x0001,
RDSPR_BLEND = 0x0004,
RDSPR_FLIP = 0x0008,
RDSPR_SHADOW = 0x0010,
RDSPR_DISPLAYALIGN = 0x0020,
RDSPR_NOCOMPRESSION = 0x0040,
RDSPR_EDGEBLEND = 0x0080, // Unused
// This is the high byte part of the sprite type, which defines what
// type of compression is used. Unless RDSPR_NOCOMPRESSION is set.
RDSPR_RLE16 = 0x0000,
RDSPR_RLE256 = 0x0100,
RDSPR_RLE256FAST = 0x0200
};
// Fading defines
enum {
RDFADE_NONE,
RDFADE_UP,
RDFADE_DOWN,
RDFADE_BLACK
};
// Palette defines
enum {
RDPAL_FADE,
RDPAL_INSTANT
};
// Blitting FX defines
enum {
RDBLTFX_SPRITEBLEND = 0x01,
RDBLTFX_SHADOWBLEND = 0x02,
RDBLTFX_EDGEBLEND = 0x04
};
// Structure filled out by each object to register its graphic printing
// requrements
struct BuildUnit {
int16 x;
int16 y;
uint16 scaled_width;
uint16 scaled_height;
int16 sort_y;
uint32 anim_resource;
uint16 anim_pc;
// Denotes a scaling sprite at print time - and holds the scaling value
// for the shrink routine
uint16 scale;
// Non-zero means this item is a layer - retrieve from background layer
// and send to special renderer
uint16 layer_number;
// True means we want this frame to be affected by the shading mask
bool shadingFlag;
};
struct ScreenInfo {
uint16 scroll_offset_x; // Position x
uint16 scroll_offset_y; // Position y
uint16 max_scroll_offset_x; // Calc'ed in fnInitBackground
uint16 max_scroll_offset_y;
int16 player_feet_x; // Feet coordinates to use - cant just
int16 player_feet_y; // fetch the player compact anymore
int16 feet_x; // Special offset-to-player position -
int16 feet_y; // tweek as desired - always set in
// screen manager object startup
uint16 screen_wide; // Size of background layer - hence
uint16 screen_deep; // size of back buffer itself (Paul
// actually malloc's it)
uint32 background_layer_id; // Id of the normal background layer
// from the header of the main
// background layer
uint16 number_of_layers;
uint8 new_palette; // Set to non zero to start the
// palette held within layer file
// fading up after a build_display
uint8 scroll_flag; // Scroll mode 0 off 1 on
bool mask_flag; // Using shading mask
};
// The SpriteInfo structure is used to tell the driver96 code what attributes
// are linked to a sprite for drawing. These include position, scaling and
// compression.
struct SpriteInfo {
int16 x; // coords for top-left of sprite
int16 y;
uint16 w; // dimensions of sprite (before scaling)
uint16 h;
uint16 scale; // scale at which to draw, given in 256ths ['0' or '256' MEANS DON'T SCALE]
uint16 scaledWidth; // new dimensions (we calc these for the mouse area, so may as well pass to you to save time)
uint16 scaledHeight; //
uint16 type; // mask containing 'RDSPR_' bits specifying compression type, flip, transparency, etc
uint16 blend; // holds the blending values.
byte *data; // pointer to the sprite data
byte *colourTable; // pointer to 16-byte colour table, only applicable to 16-col compression type
};
struct BlockSurface {
byte data[BLOCKWIDTH * BLOCKHEIGHT];
bool transparent;
};
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
struct Parallax {
uint16 w;
uint16 h;
uint32 offset[2]; // 2 is arbitrary
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
class Screen {
private:
Sword2Engine *_vm;
// _thisScreen describes the current back buffer and its in-game scroll
// positions, etc.
ScreenInfo _thisScreen;
int32 _renderCaps;
int8 _renderLevel;
byte *_buffer;
byte *_lightMask;
// Game screen metrics
int16 _screenWide;
int16 _screenDeep;
bool _needFullRedraw;
// Scroll variables. _scrollX and _scrollY hold the current scroll
// position, and _scrollXTarget and _scrollYTarget are the target
// position for the end of the game cycle.
int16 _scrollX;
int16 _scrollY;
int16 _scrollXTarget;
int16 _scrollYTarget;
int16 _scrollXOld;
int16 _scrollYOld;
int16 _parallaxScrollX; // current x offset to link a sprite to the
// parallax layer
int16 _parallaxScrollY; // current y offset to link a sprite to the
// parallax layer
int16 _locationWide;
int16 _locationDeep;
// Dirty grid handling
byte *_dirtyGrid;
uint16 _gridWide;
uint16 _gridDeep;
byte _palette[256 * 4];
byte _paletteMatch[PALTABLESIZE];
uint8 _fadeStatus;
int32 _fadeStartTime;
int32 _fadeTotalTime;
// 'frames per second' counting stuff
uint32 _fps;
uint32 _cycleTime;
uint32 _frameCount;
int32 _initialTime;
int32 _startTime;
int32 _totalTime;
int32 _renderAverageTime;
int32 _framesPerGameCycle;
bool _renderTooSlow;
void startNewPalette();
void resetRenderEngine();
void startRenderCycle();
bool endRenderCycle();
// Holds the order of the sort list, i.e. the list stays static and we
// sort this array.
uint16 _sortOrder[MAX_sort_sprites];
BuildUnit _bgp0List[MAX_bgp0_sprites];
BuildUnit _bgp1List[MAX_bgp1_sprites];
BuildUnit _backList[MAX_back_sprites];
BuildUnit _sortList[MAX_sort_sprites];
BuildUnit _foreList[MAX_fore_sprites];
BuildUnit _fgp0List[MAX_fgp0_sprites];
BuildUnit _fgp1List[MAX_fgp1_sprites];
uint32 _curBgp0;
uint32 _curBgp1;
uint32 _curBack;
uint32 _curSort;
uint32 _curFore;
uint32 _curFgp0;
uint32 _curFgp1;
void drawBackPar0Frames();
void drawBackPar1Frames();
void drawBackFrames();
void drawSortFrames(byte *file);
void drawForeFrames();
void drawForePar0Frames();
void drawForePar1Frames();
void processLayer(byte *file, uint32 layer_number);
void processImage(BuildUnit *build_unit);
uint8 _scrollFraction;
// Last palette used - so that we can restore the correct one after a
// pause (which dims the screen) and it's not always the main screen
// palette that we want, eg. during the eclipse
// This flag gets set in startNewPalette() and setFullPalette()
uint32 _lastPaletteRes;
// Debugging stuff
uint32 _largestLayerArea;
uint32 _largestSpriteArea;
char _largestLayerInfo[128];
char _largestSpriteInfo[128];
void registerFrame(ObjectMouse *ob_mouse, ObjectGraphic *ob_graph, ObjectMega *ob_mega, BuildUnit *build_unit);
void mirrorSprite(byte *dst, byte *src, int16 w, int16 h);
int32 decompressRLE256(byte *dst, byte *src, int32 decompSize);
void unwindRaw16(byte *dst, byte *src, uint8 blockSize, byte *colTable);
int32 decompressRLE16(byte *dst, byte *src, int32 decompSize, byte *colTable);
void renderParallax(Parallax *p, int16 layer);
void markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1);
uint8 _xBlocks[MAXLAYERS];
uint8 _yBlocks[MAXLAYERS];
// An array of sub-blocks, one for each of the parallax layers.
BlockSurface **_blockSurfaces[MAXLAYERS];
uint16 _xScale[SCALE_MAXWIDTH];
uint16 _yScale[SCALE_MAXHEIGHT];
void blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect);
uint16 _layer;
public:
Screen(Sword2Engine *vm, int16 width, int16 height);
~Screen();
int8 getRenderLevel();
void setRenderLevel(int8 level);
byte *getScreen() { return _buffer; }
byte *getPalette() { return _palette; }
ScreenInfo *getScreenInfo() { return &_thisScreen; }
int16 getScreenWide() { return _screenWide; }
int16 getScreenDeep() { return _screenDeep; }
uint32 getCurBgp0() { return _curBgp0; }
uint32 getCurBgp1() { return _curBgp1; }
uint32 getCurBack() { return _curBack; }
uint32 getCurSort() { return _curSort; }
uint32 getCurFore() { return _curFore; }
uint32 getCurFgp0() { return _curFgp0; }
uint32 getCurFgp1() { return _curFgp1; }
uint32 getFps() { return _fps; }
uint32 getLargestLayerArea() { return _largestLayerArea; }
uint32 getLargestSpriteArea() { return _largestSpriteArea; }
char *getLargestLayerInfo() { return _largestLayerInfo; }
char *getLargestSpriteInfo() { return _largestSpriteInfo; }
void setNeedFullRedraw();
void clearScene();
void resetRenderLists();
void setLocationMetrics(uint16 w, uint16 h);
int32 initialiseBackgroundLayer(Parallax *p);
void closeBackgroundLayer();
void initialiseRenderCycle();
void initBackground(int32 res, int32 new_palette);
void registerFrame(ObjectMouse *ob_mouse, ObjectGraphic *ob_graph, ObjectMega *ob_mega);
void setScrollFraction(uint8 f) { _scrollFraction = f; }
void setScrollTarget(int16 x, int16 y);
void setScrolling();
void setFullPalette(int32 palRes);
void setPalette(int16 startEntry, int16 noEntries, byte *palette, uint8 setNow);
uint8 quickMatch(uint8 r, uint8 g, uint8 b);
int32 fadeUp(float time = 0.75);
int32 fadeDown(float time = 0.75);
uint8 getFadeStatus();
void dimPalette();
void waitForFade();
void fadeServer();
void updateDisplay(bool redrawScene = true);
void displayMsg(byte *text, int time);
int32 createSurface(SpriteInfo *s, byte **surface);
void drawSurface(SpriteInfo *s, byte *surface, Common::Rect *clipRect = NULL);
void deleteSurface(byte *surface);
int32 drawSprite(SpriteInfo *s);
void scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth,
uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
uint16 srcHeight);
void scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth,
uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
uint16 srcHeight, byte *backbuf);
void updateRect(Common::Rect *r);
int32 openLightMask(SpriteInfo *s);
int32 closeLightMask();
void buildDisplay();
void plotPoint(int x, int y, uint8 colour);
void drawLine(int x0, int y0, int x1, int y1, uint8 colour);
#ifdef BACKEND_8BIT
void plotYUV(byte *lut, int width, int height, byte *const *dat);
#endif
void rollCredits();
void splashScreen();
};
} // End of namespace Sword2
#endif