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https://github.com/libretro/scummvm.git
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138 lines
3.5 KiB
C++
138 lines
3.5 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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* 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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* 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 SKY_SCREEN_H
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#define SKY_SCREEN_H
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#include "common/scummsys.h"
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#include "sky/skydefs.h"
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class OSystem;
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namespace Common {
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struct Rect;
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}
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namespace Sky {
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class Disk;
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class SkyEngine;
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class SkyCompact;
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struct Compact;
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struct DataFileHeader;
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#define SCROLL_JUMP 16
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#define VGA_COLORS 256
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#define GAME_COLORS 240
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#define FORE 1
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#define BACK 0
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typedef struct {
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uint16 yCood;
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Compact *compact;
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DataFileHeader *sprite;
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} StSortList;
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class Screen {
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public:
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Screen(OSystem *pSystem, Disk *pDisk, SkyCompact *skyCompact);
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~Screen();
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void setPalette(uint8 *pal);
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void setPaletteEndian(uint8 *pal);
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void setPalette(uint16 fileNum);
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void paletteFadeUp(uint8 *pal);
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void paletteFadeUp(uint16 fileNr);
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void showScreen(uint16 fileNum);
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void showScreen(uint8 *pScreen);
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void handleTimer();
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void startSequence(uint16 fileNum);
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void startSequenceItem(uint16 itemNum);
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void stopSequence();
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bool sequenceRunning() { return _seqInfo.running; }
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void processSequence();
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void waitForSequence();
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uint32 seqFramesLeft() { return _seqInfo.framesLeft; }
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uint8 *giveCurrent() { return _currentScreen; }
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void halvePalette();
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//- regular screen.asm routines
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void forceRefresh() { memset(_gameGrid, 0x80, GRID_X * GRID_Y); }
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void fnFadeUp(uint32 palNum, uint32 scroll);
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void fnFadeDown(uint32 scroll);
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void fnDrawScreen(uint32 palette, uint32 scroll);
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void clearScreen();
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void setFocusRectangle(const Common::Rect& rect);
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void recreate();
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void flip(bool doUpdate = true);
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void spriteEngine();
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void paintBox(uint16 x, uint16 y);
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void showGrid(uint8 *gridBuf);
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private:
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OSystem *_system;
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Disk *_skyDisk;
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SkyCompact *_skyCompact;
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static uint8 _top16Colors[16 * 3];
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uint8 _palette[VGA_COLORS * 3];
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uint32 _currentPalette;
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uint8 _seqGrid[20 * 12];
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void waitForTick();
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uint8 *_gameGrid;
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uint8 *_currentScreen;
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uint8 *_scrollScreen;
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struct {
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uint32 nextFrame;
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uint32 framesLeft;
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uint8 *seqData;
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uint8 *seqDataPos;
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volatile bool running;
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bool runningItem; // when playing an item, don't free it afterwards.
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} _seqInfo;
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//- more regular screen.asm + layer.asm routines
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void convertPalette(uint8 *inPal, uint8* outPal);
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void palette_fadedown_helper(uint8 *pal, uint num);
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//- sprite.asm routines
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// fixme: get rid of these globals
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uint32 _sprWidth, _sprHeight, _sprX, _sprY, _maskX1, _maskX2;
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void doSprites(uint8 layer);
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void sortSprites();
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void drawSprite(uint8 *spriteData, Compact *sprCompact);
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void verticalMask();
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void vertMaskSub(uint16 *grid, uint32 gridOfs, uint8 *screenPtr, uint32 layerId);
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void vectorToGame(uint8 gridVal);
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};
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} // End of namespace Sky
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#endif //SKYSCREEN_H
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