mirror of
https://github.com/libretro/scummvm.git
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ebaa3857bb
This engine has somehow escaped the big NULL purge from when we switched to C++11
199 lines
6.5 KiB
C++
199 lines
6.5 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SWORD1_SCREEN_H
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#define SWORD1_SCREEN_H
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#include "sword1/sworddefs.h"
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#include "common/mutex.h"
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class OSystem;
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namespace Sword1 {
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#define MAX_FORE 20
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#define MAX_BACK 20
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#define MAX_SORT 20
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struct SortSpr {
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int32 id, y;
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};
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struct RoomDef {
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int totalLayers;
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int sizeX;
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int sizeY;
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int gridWidth; //number of 16*16 grid blocks across - including off screen edges.
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uint32 layers[4];
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uint32 grids[3];
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uint32 palettes[2];
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uint32 parallax[2];
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};
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struct PSXDataCache { // Cache for PSX screen, to avoid decompressing background at every screen update
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uint8 *decodedBackground;
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uint8 *extPlxCache; // If this screen requires an external parallax, save it here
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};
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#define SCRNGRID_X 16
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#define SCRNGRID_Y 8
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#define SHRINK_BUFFER_SIZE 50000
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#define RLE_BUFFER_SIZE 50000
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#define FLASH_RED 0
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#define FLASH_BLUE 1
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#define BORDER_YELLOW 2
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#define BORDER_GREEN 3
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#define BORDER_PURPLE 4
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#define BORDER_BLACK 5
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#define TEXT_WHITE 6
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class SwordEngine;
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class ResMan;
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class ObjectMan;
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class Text; // Text objects use sprites that are created internally at run-time
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// the buffer belongs to Text, so we need a reference here.
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class Screen {
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friend class Text;
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public:
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Screen(OSystem *system, SwordEngine *vm, ResMan *pResMan, ObjectMan *pObjMan);
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~Screen();
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void clearScreen();
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void useTextManager(Text *pTextMan);
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void draw();
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void initFadePaletteServer();
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void quitScreen();
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void newScreen(uint32 screen);
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void setScrolling(int16 offsetX, int16 offsetY);
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void addToGraphicList(uint8 listId, uint32 objId);
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void startFadePaletteDown(int speed);
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void startFadePaletteUp(int speed);
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void fadePalette();
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void fnSetPalette(uint8 start, uint16 length, uint32 id);
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void fnSetFadeTargetPalette(uint8 start, uint16 length, uint32 id, int singleColor = -1);
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int16 stillFading();
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void fullRefresh(bool soft = false);
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void setNextFadeOutToBlack();
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bool showScrollFrame();
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void updateScreen();
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void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = nullptr, int8 fadeStatus = 0);
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void fnSetParallax(uint32 screen, uint32 resId);
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void fnFlash(uint8 color);
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static void decompressHIF(uint8 *src, uint8 *dest);
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void printDebugLine(uint8 *ascii, uint8 first, int x, int y);
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// Functions used by the router debug visualization routines
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void plotLine(int32 x1, int32 y1, int32 x2, int32 y2, uint8 color);
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void plotPoint(int32 x, int32 y, uint8 color);
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void bresenhamLine(int32 x1, int32 y1, int32 x2, int32 y2, uint8 color);
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Common::Mutex _screenAccessMutex; // To coordinate actions between the main thread and the palette fade thread
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private:
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// The original values are 6-bit RGB numbers, so they have to be shifted,
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// except for white, which for some reason has to stay unshifted in order
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// to work correctly.
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const uint8 _white[3] = { 63, 63, 63 };
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const uint8 _red[3] = { 63 << 2, 0 << 2, 0 << 2 };
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const uint8 _blue[3] = { 0 << 2, 0 << 2, 63 << 2 };
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const uint8 _yellow[3] = { 63 << 2, 63 << 2, 0 << 2 };
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const uint8 _green[3] = { 0 << 2, 63 << 2, 0 << 2 };
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const uint8 _purple[3] = { 32 << 2, 0 << 2, 32 << 2 };
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const uint8 _black[3] = { 0 << 2, 0 << 2, 0 << 2 };
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//const uint8 _grey[3] = { 32 << 2, 32 << 2, 32 << 2 };
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struct PaletteFadeInfo {
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int16 paletteStatus;
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int16 paletteIndex;
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int16 paletteCount;
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int16 fadeCount;
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uint8 srcPalette[256 * 3];
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uint8 dstPalette[256 * 3];
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};
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PaletteFadeInfo _paletteFadeInfo;
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void verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight);
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void blitBlockClear(uint16 x, uint16 y, uint8 *data);
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void renderParallax(uint8 *data);
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void processImage(uint32 id);
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void spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *sprWidth, uint16 *sprHeight, uint16 *incr);
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void drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
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void drawPsxHalfShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
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void drawPsxFullShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
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uint8 *psxBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres);
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uint8 *psxShrinkedBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres);
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void fetchPsxParallaxSize(uint8 *psxParallax, uint16 *paraSizeX, uint16 *paraSizeY);
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void drawPsxParallax(uint8 *psxParallax, uint16 paraScrlX, uint16 scrnScrlX, uint16 scrnWidth);
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void decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest);
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void decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest);
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void decompressTony(uint8 *src, uint32 compSize, uint8 *dest);
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void fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest);
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void flushPsxCache();
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OSystem *_system;
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SwordEngine *_vm;
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ResMan *_resMan;
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ObjectMan *_objMan;
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Text *_textMan;
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uint16 _currentScreen;
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uint8 *_screenBuf;
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uint8 *_screenGrid;
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uint16 *_layerGrid[4];
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uint8 *_layerBlocks[4];
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uint8 *_parallax[2];
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uint8 _rleBuffer[RLE_BUFFER_SIZE];
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uint8 _shrinkBuffer[SHRINK_BUFFER_SIZE];
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bool _fullRefresh;
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bool _updatePalette;
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uint16 _oldScrollX, _oldScrollY; // for drawing additional frames
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PSXDataCache _psxCache; // Cache used for PSX backgrounds
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uint32 _foreList[MAX_FORE];
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uint32 _backList[MAX_BACK];
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SortSpr _sortList[MAX_SORT];
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uint8 _foreLength, _backLength, _sortLength;
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uint16 _scrnSizeX, _scrnSizeY, _gridSizeX, _gridSizeY;
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static RoomDef _roomDefTable[TOTAL_ROOMS]; // from ROOMS.C (not const, see fnSetParallax)
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uint8 _targetPalette[256 * 3];
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uint8 _currentPalette[256 * 3]; // for fading
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uint8 _zeroPalette[256 * 3];
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bool _forceNextFadeOutToBlack = false;
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};
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} // End of namespace Sword1
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#endif //BSSCREEN_H
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