scummvm/engines/sword1/screen.h
AndywinXp ebaa3857bb SWORD1: Change NULL to nullptr
This engine has somehow escaped the big NULL
purge from when we switched to C++11
2023-10-16 08:45:15 +02:00

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