mirror of
https://github.com/libretro/scummvm.git
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859dd93159
svn-id: r8077
128 lines
3.3 KiB
C++
128 lines
3.3 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003 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 SKYSCREEN_H
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#define SKYSCREEN_H
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#include "stdafx.h"
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#include <string.h>
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#include "common/engine.h"
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#include "common/scummsys.h"
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#include "sky/disk.h"
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#include "sky/skydefs.h"
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#include "sky/sky.h"
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#include "sky/logic.h"
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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 SkyState;
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class SkyScreen {
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public:
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SkyScreen(OSystem *pSystem, SkyDisk *pDisk);
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~SkyScreen(void);
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void setPalette(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 stopSequence(void);
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bool sequenceRunning(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) { memset(_currentScreen, 0, FULL_SCREEN_WIDTH * FULL_SCREEN_HEIGHT); };
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void recreate(void);
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void flip(void);
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void spriteEngine(void);
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private:
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OSystem *_system;
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SkyDisk *_skyDisk;
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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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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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uint8 *_backScreen;
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//uint32 *_scriptVariables;
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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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bool running;
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} _seqInfo;
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//byte *_workScreen;
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//byte *_tempPal;
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//byte *_workPalette;
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//byte *_halfPalette;
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//byte *_scrollAddr;
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//byte *_lScreenBuf, *_lPaletteBuf;
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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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#endif //SKYSCREEN_H
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