scummvm/engines/tinsel/faders.cpp

245 lines
7.5 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
* Palette Fader and Flasher processes.
*/
#include "tinsel/actors.h"
#include "tinsel/faders.h" // fader defs
#include "tinsel/handle.h"
#include "tinsel/palette.h" // Palette Manager defs
#include "tinsel/pid.h" // list of all process IDs
#include "tinsel/sched.h" // scheduler defs
#include "tinsel/sysvar.h"
#include "tinsel/tinsel.h"
namespace Tinsel {
/** structure used by the "FadeProcess" process */
struct FADE {
const long *pColourMultTable; // list of fixed point colour multipliers - terminated with negative entry
PALQ *pPalQ; // palette queue entry to fade
};
// fixed point fade multiplier tables
//const long fadeout[] = {0xf000, 0xd000, 0xb000, 0x9000, 0x7000, 0x5000, 0x3000, 0x1000, 0, -1};
//const long fadein[] = {0, 0x1000, 0x3000, 0x5000, 0x7000, 0x9000, 0xb000, 0xd000, 0x10000L, -1};
/**
* Scale 'colour' by the fixed point colour multiplier 'colourMult'
* @param colour Colour to scale
* @param colourMult Fixed point multiplier
*/
static COLORREF ScaleColour(COLORREF colour, uint32 colourMult) {
// apply multiplier to RGB components
uint32 red = ((TINSEL_GetRValue(colour) * colourMult) << 8) >> 24;
uint32 green = ((TINSEL_GetGValue(colour) * colourMult) << 8) >> 24;
uint32 blue = ((TINSEL_GetBValue(colour) * colourMult) << 8) >> 24;
// return new colour
return TINSEL_RGB(red, green, blue);
}
/**
* Applies the fixed point multiplier 'mult' to all colours in
* 'pOrig' to produce 'pNew'. Each colour in the palette will be
* multiplied by 'mult'.
* @param pNew Pointer to new palette
* @param pOrig Pointer to original palette
* @param numColours Number of colours in the above palettes
* @param mult Fixed point multiplier
*/
static void FadePalette(COLORREF *pNew, COLORREF *pOrig, int numColours, uint32 mult) {
for (int i = 0; i < numColours; i++, pNew++, pOrig++) {
if (!TinselV2)
// apply multiplier to RGB components
*pNew = ScaleColour(*pOrig, mult);
else if (i == (TalkColour() - 1)) {
*pNew = GetTalkColourRef();
*pNew = ScaleColour(*pNew, mult);
} else if (SysVar(SV_TAGCOLOUR) && i == (SysVar(SV_TAGCOLOUR) - 1)) {
*pNew = GetTagColorRef();
*pNew = ScaleColour(*pNew, mult);
} else {
*pNew = ScaleColour(*pOrig, mult);
}
}
}
/**
* Process to fade one palette.
* A pointer to a 'FADE' structure must be passed to this process when
* it is created.
*/
static void FadeProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
COLORREF fadeRGB[MAX_COLOURS]; // local copy of palette
const long *pColMult; // pointer to colour multiplier table
PALETTE *pPalette; // pointer to palette
CORO_END_CONTEXT(_ctx);
// get the fade data structure - copied to process when it was created
const FADE *pFade = (const FADE *)param;
CORO_BEGIN_CODE(_ctx);
if (TinselV2)
// Note that this palette is being faded
FadingPalette(pFade->pPalQ, true);
// get pointer to palette - reduce pointer indirection a bit
_ctx->pPalette = (PALETTE *)LockMem(pFade->pPalQ->hPal);
for (_ctx->pColMult = pFade->pColourMultTable; *_ctx->pColMult >= 0; _ctx->pColMult++) {
// go through all multipliers in table - until a negative entry
// fade palette using next multiplier
if (TinselV2)
FadePalette(_ctx->fadeRGB, pFade->pPalQ->palRGB,
pFade->pPalQ->numColours, (uint32) *_ctx->pColMult);
else
FadePalette(_ctx->fadeRGB, _ctx->pPalette->palRGB,
FROM_LE_32(_ctx->pPalette->numColours), (uint32) *_ctx->pColMult);
// send new palette to video DAC
UpdateDACqueue(pFade->pPalQ->posInDAC, FROM_LE_32(_ctx->pPalette->numColours), _ctx->fadeRGB);
// allow time for video DAC to be updated
CORO_SLEEP(1);
}
if (TinselV2)
// Note that this palette is being faded
FadingPalette(pFade->pPalQ, false);
CORO_END_CODE;
}
/**
* Generic palette fader/unfader. Creates a 'FadeProcess' process
* for each palette that is to fade.
* @param multTable Fixed point colour multiplier table
* @param noFadeTable List of palettes not to fade
*/
static void Fader(const long multTable[], SCNHANDLE noFadeTable[]) {
PALQ *pPal; // palette manager iterator
if (TinselV2) {
// The is only ever one cuncurrent fade
// But this could be a fade out and the fade in is still going!
g_scheduler->killMatchingProcess(PID_FADER);
NoFadingPalettes();
}
// create a process for each palette in the palette queue
for (pPal = GetNextPalette(NULL); pPal != NULL; pPal = GetNextPalette(pPal)) {
bool bFade = true;
// assume we want to fade this palette
// is palette in the list of palettes not to fade
if (noFadeTable != NULL) {
// there is a list of palettes not to fade
for (int i = 0; noFadeTable[i] != 0; i++) {
if (pPal->hPal == noFadeTable[i]) {
// palette is in the list - dont fade it
bFade = false;
// leave loop prematurely
break;
}
}
}
if (bFade) {
FADE fade;
// fill in FADE struct
fade.pColourMultTable = multTable;
fade.pPalQ = pPal;
// create a fader process for this palette
g_scheduler->createProcess(PID_FADER, FadeProcess, (void *)&fade, sizeof(FADE));
}
}
}
/**
* Fades a list of palettes down to black.
* 'noFadeTable' is a NULL terminated list of palettes not to fade.
*/
void FadeOutMedium(SCNHANDLE noFadeTable[]) {
// Fixed point fade multiplier table
static const long fadeout[] = {0xea00, 0xd000, 0xb600, 0x9c00,
0x8200, 0x6800, 0x4e00, 0x3400, 0x1a00, 0, -1};
// call generic fader
Fader(fadeout, noFadeTable);
}
/**
* Fades a list of palettes down to black.
* @param noFadeTable A NULL terminated list of palettes not to fade.
*/
void FadeOutFast(SCNHANDLE noFadeTable[]) {
// Fixed point fade multiplier table
static const long fadeout[] = {0xd000, 0xa000, 0x7000, 0x4000, 0x1000, 0, -1};
// call generic fader
Fader(fadeout, noFadeTable);
}
/**
* Fades a list of palettes from black to their current colours.
* 'noFadeTable' is a NULL terminated list of palettes not to fade.
*/
void FadeInMedium(SCNHANDLE noFadeTable[]) {
// Fade multiplier table
static const long fadein[] = {0, 0x1a00, 0x3400, 0x4e00, 0x6800,
0x8200, 0x9c00, 0xb600, 0xd000, 0xea00, 0x10000L, -1};
// call generic fader
Fader(fadein, noFadeTable);
}
/**
* Fades a list of palettes from black to their current colours.
* @param noFadeTable A NULL terminated list of palettes not to fade.
*/
void FadeInFast(SCNHANDLE noFadeTable[]) {
// Fade multiplier table
static const long fadein[] = {0, 0x1000, 0x4000, 0x7000, 0xa000, 0xd000, 0x10000L, -1};
// call generic fader
Fader(fadein, noFadeTable);
}
void PokeInTagColour(void) {
if (SysVar(SV_TAGCOLOUR)) {
static COLORREF c = GetActorRGB(-1);
UpdateDACqueue(SysVar(SV_TAGCOLOUR), 1, &c);
}
}
} // end of namespace Tinsel