scummvm/engines/tinsel/palette.h

181 lines
5.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
* Palette Allocator Definitions
*/
#ifndef TINSEL_PALETTE_H // prevent multiple includes
#define TINSEL_PALETTE_H
#include "tinsel/dw.h"
namespace Tinsel {
typedef uint32 COLORREF;
#define TINSEL_RGB(r,g,b) ((COLORREF)TO_LE_32(((uint8)(r)|((uint16)(g)<<8))|(((uint32)(uint8)(b))<<16)))
#define TINSEL_GetRValue(rgb) ((uint8)(FROM_LE_32(rgb)))
#define TINSEL_GetGValue(rgb) ((uint8)(((uint16)(FROM_LE_32(rgb))) >> 8))
#define TINSEL_GetBValue(rgb) ((uint8)((FROM_LE_32(rgb))>>16))
enum {
MAX_COLOURS = 256, //!< maximum number of colours - for VGA 256
BITS_PER_PIXEL = 8, //!< number of bits per pixel for VGA 256
MAX_INTENSITY = 255, //!< the biggest value R, G or B can have
NUM_PALETTES = 32, //!< number of palettes
// Discworld has some fixed apportioned bits in the palette.
BGND_DAC_INDEX = 0, //!< index of background colour in Video DAC
FGND_DAC_INDEX = 1, //!< index of first foreground colour in Video DAC
TBLUE1 = 228, //!< Blue used in translucent rectangles
TBLUE2 = 229, //!< Blue used in translucent rectangles
TBLUE3 = 230, //!< Blue used in translucent rectangles
TBLUE4 = 231, //!< Blue used in translucent rectangles
TALKFONT_COL = 233
};
// some common colours
#define BLACK (TINSEL_RGB(0, 0, 0))
#define WHITE (TINSEL_RGB(MAX_INTENSITY, MAX_INTENSITY, MAX_INTENSITY))
#define RED (TINSEL_RGB(MAX_INTENSITY, 0, 0))
#define GREEN (TINSEL_RGB(0, MAX_INTENSITY, 0))
#define BLUE (TINSEL_RGB(0, 0, MAX_INTENSITY))
#define YELLOW (TINSEL_RGB(MAX_INTENSITY, MAX_INTENSITY, 0))
#define MAGENTA (TINSEL_RGB(MAX_INTENSITY, 0, MAX_INTENSITY))
#define CYAN (TINSEL_RGB(0, MAX_INTENSITY, MAX_INTENSITY))
#include "common/pack-start.h" // START STRUCT PACKING
/** hardware palette structure */
struct PALETTE {
int32 numColours; //!< number of colours in the palette
COLORREF palRGB[MAX_COLOURS]; //!< actual palette colours
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
/** palette queue structure */
struct PALQ {
SCNHANDLE hPal; //!< handle to palette data struct
int objCount; //!< number of objects using this palette
int posInDAC; //!< palette position in the video DAC
int numColours; //!< number of colours in the palette
// Discworld 2 fields
bool bFading; // Whether or not fading
COLORREF palRGB[MAX_COLOURS]; // actual palette colours
};
typedef PALQ *PPALQ;
#define PALETTE_MOVED 0x8000 // when this bit is set in the "posInDAC"
// field - the palette entry has moved
// Translucent objects have NULL pPal
#define HasPalMoved(pPal) (((pPal) != NULL) && ((pPal)->posInDAC & PALETTE_MOVED))
/*----------------------------------------------------------------------*\
|* Palette Manager Function Prototypes *|
\*----------------------------------------------------------------------*/
void ResetPalAllocator(void); // wipe out all palettes
#ifdef DEBUG
void PaletteStats(void); // Shows the maximum number of palettes used at once
#endif
void PalettesToVideoDAC(void); // Update the video DAC with palettes currently the the DAC queue
void UpdateDACqueueHandle(
int posInDAC, // position in video DAC
int numColours, // number of colours in palette
SCNHANDLE hPalette); // handle to palette
void UpdateDACqueue( // places a palette in the video DAC queue
int posInDAC, // position in video DAC
int numColours, // number of colours in palette
COLORREF *pColours); // list of RGB tripples
PALQ *AllocPalette( // allocate a new palette
SCNHANDLE hNewPal); // palette to allocate
void FreePalette( // free a palette allocated with "AllocPalette"
PALQ *pFreePal); // palette queue entry to free
PALQ *FindPalette( // find a palette in the palette queue
SCNHANDLE hSrchPal); // palette to search for
void SwapPalette( // swaps palettes at the specified palette queue position
PALQ *pPalQ, // palette queue position
SCNHANDLE hNewPal); // new palette
PALQ *GetNextPalette( // returns the next palette in the queue
PALQ *pStrtPal); // queue position to start from - when NULL will start from beginning of queue
COLORREF GetBgndColour(void); // returns current background colour
void SetBgndColour( // sets current background colour
COLORREF colour); // colour to set the background to
void FadingPalette(PPALQ pPalQ, bool bFading);
void CreateTranslucentPalette(SCNHANDLE BackPal);
void CreateGhostPalette(SCNHANDLE hPalette);
void NoFadingPalettes(void); // All fading processes have just been killed
void DimPartPalette(
SCNHANDLE hPal,
int startColour,
int length,
int brightness); // 0 = black, 10 == 100%
int TranslucentColour(void);
#define BoxColour TranslucentColour
int HighlightColour(void);
int TalkColour(void);
void SetTalkColourRef(COLORREF colRef);
COLORREF GetTalkColourRef(void);
void SetTagColorRef(COLORREF colRef);
COLORREF GetTagColorRef(void);
void SetTalkTextOffset(int offset);
void SetTranslucencyOffset(int offset);
} // end of namespace Tinsel
#endif // TINSEL_PALETTE_H