mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
6eb64102a4
svn-id: r30238
142 lines
3.6 KiB
C++
142 lines
3.6 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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* $URL$
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* $Id$
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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_COLOURS 256
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#define GAME_COLOURS 240
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#define SEQ_DELAY 3
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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(void);
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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(void);
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void startSequence(uint16 fileNum);
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void startSequenceItem(uint16 itemNum);
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void stopSequence(void);
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bool sequenceRunning(void) { return _seqInfo.running; }
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void waitForSequence(void);
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uint32 seqFramesLeft(void) { return _seqInfo.framesLeft; }
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uint8 *giveCurrent(void) { return _currentScreen; }
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void halvePalette(void);
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//- regular screen.asm routines
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void forceRefresh(void) { 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(void);
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void setFocusRectangle(const Common::Rect& rect);
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void recreate(void);
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void flip(bool doUpdate = true);
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void spriteEngine(void);
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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 _top16Colours[16*3];
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uint8 _palette[1024];
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uint32 _currentPalette;
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uint8 _seqGrid[20 * 12];
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bool volatile _gotTick;
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void waitForTimer(void);
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void processSequence(void);
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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 framesLeft;
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uint32 delay;
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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(uint32 *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(void);
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void drawSprite(uint8 *spriteData, Compact *sprCompact);
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void verticalMask(void);
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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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