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https://github.com/libretro/scummvm.git
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181 lines
5.2 KiB
C++
181 lines
5.2 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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* 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, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef STARTREK_GRAPHICS_H
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#define STARTREK_GRAPHICS_H
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#include "startrek/bitmap.h"
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#include "startrek/font.h"
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#include "startrek/startrek.h"
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#include "startrek/sprite.h"
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#include "common/ptr.h"
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#include "common/rect.h"
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#include "common/stream.h"
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using Common::SharedPtr;
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using Common::String;
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namespace StarTrek {
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class Font;
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class StarTrekEngine;
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const int SCREEN_WIDTH = 320;
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const int SCREEN_HEIGHT = 200;
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const int MAX_SPRITES = 32;
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class Graphics {
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public:
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Graphics(StarTrekEngine *vm);
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~Graphics();
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void setBackgroundImage(Common::String imageName);
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/**
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* @param origRect The rectangle containing the original bitmap (must contain the
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* whole bitmap, even if some is outside the drawable space)
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* @param drawRect The clipped rectangle to draw at (must be within the drawable space)
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*/
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void drawBitmapToBackground(const Common::Rect &origRect, const Common::Rect &drawRect, Bitmap *bitmap);
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void fillBackgroundRect(const Common::Rect &rect, byte color);
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byte *getBackgroundPixels();
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byte *lockScreenPixels();
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void unlockScreenPixels();
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void clearScreenAndPriBuffer();
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/**
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* Note: this doesn't flush the palette to the screen (must call "setPaletteFadeLevel")
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*/
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void loadPalette(const String &paletteFile);
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void copyRectBetweenBitmaps(Bitmap *destBitmap, int destX, int destY, Bitmap *srcBitmap, int srcX, int srcY, int width, int height);
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void fadeinScreen();
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void fadeoutScreen();
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/**
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* This flushes the palette to the screen. fadeLevel ranges from 0-100.
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*/
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void setPaletteFadeLevel(byte *palData, int fadeLevel);
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void incPaletteFadeLevel();
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void decPaletteFadeLevel();
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void loadPri(const Common::String &priFile);
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void clearPri();
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void setPri(byte val);
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byte getPriValue(int x, int y);
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Common::Point getMousePos();
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/**
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* Changes the mouse bitmap. The change won't take effect until drawAllSprites is
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* called again.
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*/
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void setMouseBitmap(Common::String bitmapName);
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void popMouseBitmap();
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void toggleMouse(bool visible);
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/**
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* This function is a workaround for when the mouse position needs to be locked in a set
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* position (used in the action menu). This only affects the position it is drawn at; the
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* sprite's "real" position is still updated normally.
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*
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* This does not call updateScreen.
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*/
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void lockMousePosition(int16 x, int16 y);
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void unlockMousePosition();
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void warpMouse(int16 x, int16 y);
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void drawSprite(const Sprite &sprite, ::Graphics::Surface *surface);
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/**
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* @param sprite The sprite to draw
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* @param surface The surface to draw to
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* @param rect The part of the sprite to draw (only draw the part of the sprite that
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* intersects with it)
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@ @param rectLeft X-offset to subtract before drawing to surface.
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@ @param rectTop Y-offset to subtract before drawing to surface.
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*/
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void drawSprite(const Sprite &sprite, ::Graphics::Surface *surface, const Common::Rect &rect, int rectLeft = 0, int rectTop = 0);
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void drawAllSprites(bool updateScreenFlag = true);
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/**
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* This function should only be called after "drawAllSprites" (so that sprite rects
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* are updated).
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*/
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void drawAllSpritesInRectToSurface(const Common::Rect &rect, ::Graphics::Surface *surface);
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/**
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* Sets "bitmapChanged" to true on all sprites before calling drawAllSprites.
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*/
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void forceDrawAllSprites(bool updateScreenFlag = true);
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/**
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* Flushes the screen. Usually called by "drawAllSprites".
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*/
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void updateScreen();
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/**
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* Returns the sprite at the given position (ignores mouse).
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*/
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Sprite *getSpriteAt(int16 x, int16 y);
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Sprite *getSpriteAt(Common::Point p) {
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return getSpriteAt(p.x, p.y);
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}
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void addSprite(Sprite *sprite);
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void delSprite(Sprite *sprite);
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// Save/load the current state of sprites. Can only push once for now.
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void pushSprites();
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void popSprites();
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byte *getFontGfx(char c);
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void copyBackgroundScreen();
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void loadEGAData(const char *egaFile);
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void drawBackgroundImage(const char *filename);
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public:
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Font *_font;
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private:
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StarTrekEngine *_vm;
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bool _egaMode;
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byte *_egaData;
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byte *_palData;
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byte *_lutData;
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byte _priData[SCREEN_WIDTH * SCREEN_HEIGHT / 2];
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int16 _paletteFadeLevel;
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Common::Rect _screenRect;
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Bitmap *_backgroundImage;
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Sprite *_sprites[MAX_SPRITES];
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int _numSprites;
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// Analagous to above, used when pushing/popping
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Sprite *_pushedSprites[MAX_SPRITES];
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int _pushedNumSprites;
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Common::Point _lockedMousePos;
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};
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} // End of namespace StarTrek
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#endif
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