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https://github.com/libretro/scummvm.git
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a52de03324
ScummVM standard. It seems the 8-bit version of the code had decayed slightly, but I believe it's working again now. svn-id: r17081
157 lines
4.7 KiB
C++
157 lines
4.7 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003-2005 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef BSSCREEN_H
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#define BSSCREEN_H
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#include "sword1/sworddefs.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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#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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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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public:
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Screen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan);
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~Screen(void);
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void useTextManager(Text *pTextMan);
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void draw(void);
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void quitScreen(void);
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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 fadeDownPalette(void);
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void fadeUpPalette(void);
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void fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp);
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bool stillFading(void);
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void fullRefresh(void);
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bool showScrollFrame(void);
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void updateScreen(void);
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void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = NULL, 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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void fnBorder(uint8 color);
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#ifdef BACKEND_8BIT
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void plotYUV(byte *lut, int width, int height, byte *const *dat);
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#endif
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private:
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// for router debugging
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void drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
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void vline(uint16 x, uint16 y1, uint16 y2);
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void hline(uint16 x1, uint16 x2, uint16 y);
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void bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
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void bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
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void bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
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void bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
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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 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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int32 inRange(int32 a, int32 b, int32 c);
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void fadePalette(void);
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OSystem *_system;
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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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uint16 _oldScrollX, _oldScrollY; // for drawing additional frames
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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 * 4];
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uint8 _currentPalette[256 * 4]; // for fading
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uint8 _fadingStep;
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int8 _fadingDirection; // 1 for fade up, -1 for fade down
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bool _isBlack; // if the logic already faded down the palette, this is set to show the
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// mainloop that no further fading is necessary.
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};
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} // End of namespace Sword1
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#endif //BSSCREEN_H
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