mirror of
https://github.com/libretro/scummvm.git
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ecb03f2e7c
("INDY3 (FMTowns): Map lines are drawn incorrectly, plus more issues when leaving Germany") The bug with the wrong colors is caused by the shadow palette, which gets set with the colors for the modified country borders, but gets reset immediately after drawing the background. So when the map travel marker makes an area dirty, it would be restored with the wrong color. Now, the original V3 FM-Towns interpreter can draw on layer 2 directly, without declaring anything dirty, effectively bypassing the normal SCUMM drawing. This avoids any change to the background. This happens for drawBox, but also when displaying or hiding the pause banner. In SCUMM5 drawBox works the way we had it implemented, drawing on the text surface (MI1: also on the vs buffer) and then making that rect dirty.
656 lines
21 KiB
C++
656 lines
21 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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*
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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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*
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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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*/
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#ifndef SCUMM_GFX_H
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#define SCUMM_GFX_H
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#include "common/system.h"
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#include "common/list.h"
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#include "graphics/surface.h"
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namespace Scumm {
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class ScummEngine;
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/*
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* Bitmap compression algorithm labels
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*/
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#define BMCOMP_RAW256 1 // Raw pixels
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#define BMCOMP_TOWNS_2 2
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#define BMCOMP_TOWNS_3 3
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#define BMCOMP_TOWNS_4 4
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#define BMCOMP_TOWNS_7 7
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#define BMCOMP_TRLE8BIT 8
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#define BMCOMP_RLE8BIT 9
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#define BMCOMP_PIX32 10 // Amiga 16/32 color compression
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#define BMCOMP_ZIGZAG_V0 10 // Vertical
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#define BMCOMP_ZIGZAG_V4 14
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#define BMCOMP_ZIGZAG_V5 15
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#define BMCOMP_ZIGZAG_V6 16
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#define BMCOMP_ZIGZAG_V7 17
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#define BMCOMP_ZIGZAG_V8 18
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#define BMCOMP_ZIGZAG_H0 20 // Horizontal
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#define BMCOMP_ZIGZAG_H4 24
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#define BMCOMP_ZIGZAG_H5 25
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#define BMCOMP_ZIGZAG_H6 26
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#define BMCOMP_ZIGZAG_H7 27
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#define BMCOMP_ZIGZAG_H8 28
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#define BMCOMP_ZIGZAG_VT0 30 // Vertical with transparency
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#define BMCOMP_ZIGZAG_VT4 34
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#define BMCOMP_ZIGZAG_VT5 35
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#define BMCOMP_ZIGZAG_VT6 36
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#define BMCOMP_ZIGZAG_VT7 37
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#define BMCOMP_ZIGZAG_VT8 38
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#define BMCOMP_ZIGZAG_HT0 40 // Horizontal with transparency
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#define BMCOMP_ZIGZAG_HT4 44
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#define BMCOMP_ZIGZAG_HT5 45
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#define BMCOMP_ZIGZAG_HT6 46
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#define BMCOMP_ZIGZAG_HT7 47
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#define BMCOMP_ZIGZAG_HT8 48
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#define BMCOMP_MAJMIN_H0 60 // Major-Minor jump algorithm (-4 to +3)
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#define BMCOMP_MAJMIN_H4 64
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#define BMCOMP_MAJMIN_H5 65
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#define BMCOMP_MAJMIN_H6 66
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#define BMCOMP_MAJMIN_H7 67
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#define BMCOMP_MAJMIN_H8 68
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#define BMCOMP_MAJMIN_HT0 80 // Major-Minor jump algorithm (-4 to +3, with transparency)
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#define BMCOMP_MAJMIN_HT4 84
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#define BMCOMP_MAJMIN_HT5 85
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#define BMCOMP_MAJMIN_HT6 86
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#define BMCOMP_MAJMIN_HT7 87
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#define BMCOMP_MAJMIN_HT8 88
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#define BMCOMP_RMAJMIN_H0 100 // Run Major-Minor jump algorithm (-4 to +3)
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#define BMCOMP_RMAJMIN_H4 104
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#define BMCOMP_RMAJMIN_H5 105
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#define BMCOMP_RMAJMIN_H6 106
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#define BMCOMP_RMAJMIN_H7 107
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#define BMCOMP_RMAJMIN_H8 108
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#define BMCOMP_RMAJMIN_HT0 120 // Run Major-Minor jump algorithm (-4 to +3, with transparency)
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#define BMCOMP_RMAJMIN_HT4 124
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#define BMCOMP_RMAJMIN_HT5 125
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#define BMCOMP_RMAJMIN_HT6 126
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#define BMCOMP_RMAJMIN_HT7 127
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#define BMCOMP_RMAJMIN_HT8 128
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#define BMCOMP_NMAJMIN_H0 130 // New Major-Minor jump algorithm (-4 to +4)
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#define BMCOMP_NMAJMIN_H4 134
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#define BMCOMP_NMAJMIN_H5 135
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#define BMCOMP_NMAJMIN_H6 136
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#define BMCOMP_NMAJMIN_H7 137
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#define BMCOMP_NMAJMIN_H8 138
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#define BMCOMP_NMAJMIN_HT0 140 // New Major-Minor jump algorithm (-4 to +4, with transparency)
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#define BMCOMP_NMAJMIN_HT4 144
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#define BMCOMP_NMAJMIN_HT5 145
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#define BMCOMP_NMAJMIN_HT6 146
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#define BMCOMP_NMAJMIN_HT7 147
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#define BMCOMP_NMAJMIN_HT8 148
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#define BMCOMP_TPIX256 149 // Transparent raw pixels
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#define BMCOMP_SOLID_COLOR_FILL 150
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#define BMCOMP_CUSTOM_RU_TR 143
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enum HerculesDimensions {
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kHercWidth = 720,
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kHercHeight = 350
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};
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/** Camera modes */
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enum {
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kNormalCameraMode = 1,
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kFollowActorCameraMode = 2,
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kPanningCameraMode = 3
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};
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/** Camera state data */
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struct CameraData {
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Common::Point _cur;
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Common::Point _dest;
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Common::Point _accel;
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Common::Point _last;
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int _leftTrigger, _rightTrigger;
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byte _follows, _mode;
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bool _movingToActor;
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void reset() {
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_cur.x = _cur.y = 0;
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_dest.x = _dest.y = 0;
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_accel.x = _accel.y = 0;
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_last.x = _last.y = 0;
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_leftTrigger = 0;
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_rightTrigger = 0;
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_follows = 0;
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_mode = 0;
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_movingToActor = 0;
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}
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};
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/** Virtual screen identifiers */
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enum VirtScreenNumber {
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kMainVirtScreen = 0, // The 'stage'
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kTextVirtScreen = 1, // In V0-V3 games: the area where text is printed
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kVerbVirtScreen = 2, // The verb area
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kBannerVirtScreen = 3 // The centered pause/restart/message banner area
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};
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/**
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* In all Scumm games, one to four virtual screen (or 'windows') together make
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* up the content of the actual screen. Thinking of virtual screens as fixed
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* size, fixed location windows might help understanding them. Typical, in all
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* scumm games there is either one single virtual screen covering the entire
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* real screen (mostly in all newer games, e.g. Sam & Max, and all V7+ games).
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* The classic setup consists of three virtual screens: one at the top of the
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* screen, where all conversation texts are printed; then the main one (which
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* I like calling 'the stage', since all the actors are doing their stuff
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* there), and finally the lower part of the real screen is taken up by the
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* verb area.
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* Finally, in V5 games and some V6 games, it's almost the same as in the
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* original games, except that there is no separate conversation area.
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*
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* Each of these virtual screens has a fixed number or id (see also
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* \ref VirtScreenNumber).
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*/
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struct VirtScreen : Graphics::Surface {
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/**
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* The unique id of this screen (corresponds to its position in the
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* ScummEngine:_virtscr array).
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*/
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VirtScreenNumber number;
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/**
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* Vertical position of the virtual screen. Tells how much the virtual
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* screen is shifted along the y axis relative to the real screen.
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*/
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uint16 topline;
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/**
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* Horizontal scroll offset, tells how far the screen is scrolled to the
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* right. Only used for the main screen. After all, verbs and the
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* conversation text box don't have to scroll.
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*/
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uint16 xstart;
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/**
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* Flag indicating whether this screen has a back buffer or not. This is
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* yet another feature which is only used by the main screen.
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* Strictly spoken one could remove this variable and replace checks
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* on it with checks on backBuf. But since some code needs to temporarily
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* disable the backBuf (so it can abuse drawBitmap; see drawVerbBitmap()
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* and useIm01Cursor()), we keep it (at least for now).
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*/
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bool hasTwoBuffers;
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/**
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* Pointer to the screen's back buffer, if it has one (see also
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* the hasTwoBuffers member).
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* The backBuf is used by drawBitmap to store the background graphics of
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* the active room. This eases redrawing: whenever a portion of the screen
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* has to be redrawn, first a copy from the backBuf content to screenPtr is
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* performed. Then, any objects/actors in that area are redrawn atop that.
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*/
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byte *backBuf;
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/**
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* Array containing for each visible strip of this virtual screen the
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* coordinate at which the dirty region of that strip starts.
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* 't' stands for 'top' - the top coordinate of the dirty region.
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* This together with bdirty is used to do efficient redrawing of
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* the screen.
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*/
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uint16 tdirty[80 + 1];
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/**
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* Array containing for each visible strip of this virtual screen the
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* coordinate at which the dirty region of that strip end.
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* 'b' stands for 'bottom' - the bottom coordinate of the dirty region.
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* This together with tdirty is used to do efficient redrawing of
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* the screen.
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*/
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uint16 bdirty[80 + 1];
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void clear() {
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// FIXME: Call Graphics::Surface clear / constructor?
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number = kMainVirtScreen;
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topline = 0;
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xstart = 0;
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hasTwoBuffers = false;
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backBuf = nullptr;
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for (uint i = 0; i < ARRAYSIZE(tdirty); i++) tdirty[i] = 0;
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for (uint i = 0; i < ARRAYSIZE(bdirty); i++) bdirty[i] = 0;
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}
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/**
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* Convenience method to set the whole tdirty and bdirty arrays to one
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* specific value each. This is mostly used to mark every as dirty in
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* a single step, like so:
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* vs->setDirtyRange(0, vs->height);
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* or to mark everything as clean, like so:
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* vs->setDirtyRange(0, 0);
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*/
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void setDirtyRange(int top, int bottom) {
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for (int i = 0; i < 80 + 1; i++) {
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tdirty[i] = top;
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bdirty[i] = bottom;
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}
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}
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byte *getPixels(int x, int y) const {
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return (byte *)pixels + y * pitch + (xstart + x) * format.bytesPerPixel;
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}
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byte *getBackPixels(int x, int y) const {
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return (byte *)backBuf + y * pitch + (xstart + x) * format.bytesPerPixel;
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}
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};
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/** Palette cycles */
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struct ColorCycle {
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uint16 delay;
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uint16 counter;
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uint16 flags;
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byte start;
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byte end;
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};
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struct StripTable;
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#define CHARSET_MASK_TRANSPARENCY 0xFD
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#define CHARSET_MASK_TRANSPARENCY_32 0xFDFDFDFD
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class Gdi {
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protected:
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ScummEngine *_vm;
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byte _paletteMod;
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byte *_roomPalette;
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byte _transparentColor;
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byte _decomp_shr, _decomp_mask;
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uint32 _vertStripNextInc;
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bool _zbufferDisabled;
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/** Flag which is true when an object is being rendered, false otherwise. */
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bool _objectMode;
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public:
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/** Flag which is true when loading objects or titles for distaff, in PCEngine version of Loom. */
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bool _distaff;
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int _numZBuffer;
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int _imgBufOffs[8];
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int32 _numStrips;
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protected:
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/* Bitmap decompressors */
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bool decompressBitmap(byte *dst, int dstPitch, const byte *src, int numLinesToProcess);
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void drawStripEGA(byte *dst, int dstPitch, const byte *src, int height) const;
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void drawStripComplex(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
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void drawStripBasicH(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
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void drawStripBasicV(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
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void drawStripRaw(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
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void unkDecode8(byte *dst, int dstPitch, const byte *src, int height) const;
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void unkDecode9(byte *dst, int dstPitch, const byte *src, int height) const;
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void unkDecode10(byte *dst, int dstPitch, const byte *src, int height) const;
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void unkDecode11(byte *dst, int dstPitch, const byte *src, int height) const;
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void drawStrip3DO(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
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void drawStripHE(byte *dst, int dstPitch, const byte *src, int width, int height, const bool transpCheck) const;
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virtual void writeRoomColor(byte *dst, byte color) const;
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/* Mask decompressors */
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void decompressMaskImgOr(byte *dst, const byte *src, int height) const;
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void decompressMaskImg(byte *dst, const byte *src, int height) const;
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/* Misc */
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int getZPlanes(const byte *smap_ptr, const byte *zplane_list[9], bool bmapImage) const;
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virtual bool drawStrip(byte *dstPtr, VirtScreen *vs,
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int x, int y, const int width, const int height,
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int stripnr, const byte *smap_ptr);
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virtual void decodeMask(int x, int y, const int width, const int height,
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int stripnr, int numzbuf, const byte *zplane_list[9],
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bool transpStrip, byte flag);
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virtual void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
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const int x, const int y, const int width, const int height,
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int stripnr, int numstrip);
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public:
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Gdi(ScummEngine *vm);
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virtual ~Gdi();
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virtual void setRenderModeColorMap(const byte *map) {}
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virtual byte remapColorToRenderMode(byte col) const { return col; }
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virtual void init();
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virtual void roomChanged(byte *roomptr);
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virtual void loadTiles(byte *roomptr);
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void setTransparentColor(byte transparentColor) { _transparentColor = transparentColor; }
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void drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
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int stripnr, int numstrip, byte flag);
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#ifdef ENABLE_HE
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void drawBMAPBg(const byte *ptr, VirtScreen *vs);
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void drawBMAPObject(const byte *ptr, VirtScreen *vs, int obj, int x, int y, int w, int h);
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#endif
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byte *getMaskBuffer(int x, int y, int z);
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void disableZBuffer() { _zbufferDisabled = true; }
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void enableZBuffer() { _zbufferDisabled = false; }
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void resetBackground(int top, int bottom, int strip);
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enum DrawBitmapFlags {
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dbAllowMaskOr = 1 << 0,
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dbDrawMaskOnAll = 1 << 1,
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dbObjectMode = 2 << 2
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};
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};
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class GdiHE : public Gdi {
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protected:
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const byte *_tmskPtr;
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protected:
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void decompressTMSK(byte *dst, const byte *tmsk, const byte *src, int height) const;
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void decodeMask(int x, int y, const int width, const int height,
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int stripnr, int numzbuf, const byte *zplane_list[9],
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bool transpStrip, byte flag) override;
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void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
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const int x, const int y, const int width, const int height,
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int stripnr, int numstrip) override;
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public:
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GdiHE(ScummEngine *vm);
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};
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class GdiNES : public Gdi {
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protected:
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struct {
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byte nametable[16][64], nametableObj[16][64];
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byte attributes[64], attributesObj[64];
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byte masktable[16][8], masktableObj[16][8];
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int objX;
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bool hasmask;
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} _NES;
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protected:
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void decodeNESGfx(const byte *room);
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void decodeNESObject(const byte *ptr, int xpos, int ypos, int width, int height);
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void drawStripNES(byte *dst, byte *mask, int dstPitch, int stripnr, int top, int height);
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void drawStripNESMask(byte *dst, int stripnr, int top, int height) const;
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bool drawStrip(byte *dstPtr, VirtScreen *vs,
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int x, int y, const int width, const int height,
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int stripnr, const byte *smap_ptr) override;
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void decodeMask(int x, int y, const int width, const int height,
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int stripnr, int numzbuf, const byte *zplane_list[9],
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bool transpStrip, byte flag) override;
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void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
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const int x, const int y, const int width, const int height,
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int stripnr, int numstrip) override;
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public:
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GdiNES(ScummEngine *vm);
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void roomChanged(byte *roomptr) override;
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};
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#ifdef USE_RGB_COLOR
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class GdiPCEngine : public Gdi {
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protected:
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struct {
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uint16 nametable[4096], nametableObj[512];
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byte colortable[4096], colortableObj[512];
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uint16 masktable[4096], masktableObj[512];
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int maskIDSize;
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int numTiles;
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int numMasks;
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byte *roomTiles, *staffTiles;
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byte *masks;
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} _PCE;
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protected:
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void decodePCEngineGfx(const byte *room);
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void decodeStrip(const byte *ptr, uint16 *tiles, byte *colors, uint16 *masks, int numRows, bool isObject);
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void setTileData(byte *tile, int index, byte byte0, byte byte1);
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void decodePCEngineTileData(const byte *ptr);
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void decodePCEngineMaskData(const byte *ptr);
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void decodePCEngineObject(const byte *ptr, int xpos, int ypos, int width, int height);
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void drawStripPCEngine(byte *dst, byte *mask, int dstPitch, int stripnr, int top, int height);
|
|
void drawStripPCEngineMask(byte *dst, int stripnr, int top, int height) const;
|
|
|
|
bool drawStrip(byte *dstPtr, VirtScreen *vs,
|
|
int x, int y, const int width, const int height,
|
|
int stripnr, const byte *smap_ptr) override;
|
|
|
|
void decodeMask(int x, int y, const int width, const int height,
|
|
int stripnr, int numzbuf, const byte *zplane_list[9],
|
|
bool transpStrip, byte flag) override;
|
|
|
|
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
|
|
const int x, const int y, const int width, const int height,
|
|
int stripnr, int numstrip) override;
|
|
|
|
public:
|
|
GdiPCEngine(ScummEngine *vm);
|
|
~GdiPCEngine() override;
|
|
|
|
void loadTiles(byte *roomptr) override;
|
|
void roomChanged(byte *roomptr) override;
|
|
};
|
|
#endif
|
|
|
|
class GdiV1 : public Gdi {
|
|
protected:
|
|
/** Render settings which are specific to the v0/v1 graphic decoders. */
|
|
struct {
|
|
byte colors[4];
|
|
byte charMap[2048], objectMap[2048], picMap[4096], colorMap[4096];
|
|
byte maskMap[4096], maskChar[4096];
|
|
} _V1;
|
|
|
|
const byte *_colorMap = 0;
|
|
|
|
protected:
|
|
void decodeV1Gfx(const byte *src, byte *dst, int size) const;
|
|
|
|
void drawStripV1Object(byte *dst, int dstPitch, int stripnr, int width, int height);
|
|
void drawStripV1Background(byte *dst, int dstPitch, int stripnr, int height);
|
|
void drawStripV1Mask(byte *dst, int stripnr, int width, int height) const;
|
|
|
|
bool drawStrip(byte *dstPtr, VirtScreen *vs,
|
|
int x, int y, const int width, const int height,
|
|
int stripnr, const byte *smap_ptr) override;
|
|
|
|
void decodeMask(int x, int y, const int width, const int height,
|
|
int stripnr, int numzbuf, const byte *zplane_list[9],
|
|
bool transpStrip, byte flag) override;
|
|
|
|
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
|
|
const int x, const int y, const int width, const int height,
|
|
int stripnr, int numstrip) override;
|
|
|
|
public:
|
|
GdiV1(ScummEngine *vm);
|
|
|
|
void setRenderModeColorMap(const byte *map) override;
|
|
byte remapColorToRenderMode(byte col) const override;
|
|
|
|
void roomChanged(byte *roomptr) override;
|
|
};
|
|
|
|
class GdiV2 : public Gdi {
|
|
protected:
|
|
/** For V2 games, we cache offsets into the room graphics, to speed up things. */
|
|
StripTable *_roomStrips;
|
|
|
|
protected:
|
|
StripTable *generateStripTable(const byte *src, int width, int height, StripTable *table) const;
|
|
|
|
bool drawStrip(byte *dstPtr, VirtScreen *vs,
|
|
int x, int y, const int width, const int height,
|
|
int stripnr, const byte *smap_ptr) override;
|
|
|
|
void decodeMask(int x, int y, const int width, const int height,
|
|
int stripnr, int numzbuf, const byte *zplane_list[9],
|
|
bool transpStrip, byte flag) override;
|
|
|
|
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
|
|
const int x, const int y, const int width, const int height,
|
|
int stripnr, int numstrip) override;
|
|
|
|
public:
|
|
GdiV2(ScummEngine *vm);
|
|
~GdiV2() override;
|
|
|
|
void roomChanged(byte *roomptr) override;
|
|
};
|
|
|
|
#ifdef USE_RGB_COLOR
|
|
class GdiHE16bit : public GdiHE {
|
|
protected:
|
|
void writeRoomColor(byte *dst, byte color) const override;
|
|
public:
|
|
GdiHE16bit(ScummEngine *vm);
|
|
};
|
|
#endif
|
|
|
|
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
|
|
// Helper class for FM-Towns output (required for specific hardware effects like switching graphics layers on and off).
|
|
class TownsScreen {
|
|
public:
|
|
enum {
|
|
kDirtyRectsMax = 50,
|
|
kFullRedraw = (kDirtyRectsMax + 1)
|
|
};
|
|
public:
|
|
TownsScreen(OSystem *system);
|
|
~TownsScreen();
|
|
|
|
void setupLayer(int layer, int width, int height, int scaleW, int scaleH, int numCol, void *srcPal = 0);
|
|
void clearLayer(int layer);
|
|
void fillRect(int layer, int x, int y, int w, int h, int col);
|
|
void swapAreaWithBuffer(int layer, int x, int y, int w, int h, byte *buffer);
|
|
void addDirtyRect(int x, int y, int w, int h);
|
|
void toggleLayers(int flags);
|
|
void scrollLayer(int layer, int offset, int top, int bottom, bool fast);
|
|
void update();
|
|
bool isScrolling(int layer, int direction, int threshold = 0) const {
|
|
return (layer & ~1) ? false :
|
|
(direction == 0 ? (_layers[layer].scrollRemainder != threshold) :
|
|
(direction == 1 ? (_layers[layer].scrollRemainder > threshold) : (_layers[layer].scrollRemainder < threshold)));
|
|
}
|
|
|
|
uint8 *getLayerPixels(int layer, int x, int y) const;
|
|
int getLayerPitch(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].pitch; }
|
|
int getLayerWidth(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].width; }
|
|
int getLayerHeight(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].height; }
|
|
int getLayerBpp(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].bpp; }
|
|
int getLayerScaleW(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].scaleW; }
|
|
int getLayerScaleH(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].scaleH; }
|
|
|
|
private:
|
|
struct TownsScreenLayer {
|
|
uint8 *pixels = nullptr;
|
|
uint8 *palette = nullptr;
|
|
int pitch = 0;
|
|
int width = 0;
|
|
int height = 0;
|
|
int bpp = 0;
|
|
int numCol = 0;
|
|
uint16 hScroll = 0;
|
|
uint8 scaleW = 0;
|
|
uint8 scaleH = 0;
|
|
int scrollRemainder = 0;
|
|
bool onBottom = false;
|
|
bool enabled = false;
|
|
bool ready = false;
|
|
uint16 *bltTmpPal= nullptr;
|
|
} _layers[2];
|
|
|
|
template<typename dstPixelType, typename srcPixelType, int scaleW, int scaleH, bool col4bit> void transferRect(uint8 *dst, int pitch, TownsScreenLayer *l, int x, int y, int w, int h);
|
|
template<typename dstPixelType> void updateScreenBuffer();
|
|
|
|
#ifdef USE_RGB_COLOR
|
|
void update16BitPalette();
|
|
uint16 calc16BitColor(const uint8 *palEntry);
|
|
#endif
|
|
|
|
int _height;
|
|
int _width;
|
|
bool _semiSmoothScroll;
|
|
Graphics::PixelFormat _pixelFormat;
|
|
|
|
int _numDirtyRects;
|
|
Common::List<Common::Rect> _dirtyRects;
|
|
OSystem *_system;
|
|
};
|
|
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE
|
|
|
|
class MajMinCodec {
|
|
public:
|
|
|
|
struct {
|
|
bool repeatMode;
|
|
int repeatCount;
|
|
byte color;
|
|
byte shift;
|
|
uint16 bits;
|
|
byte numBits;
|
|
const byte *dataPtr;
|
|
byte buffer[336];
|
|
} _majMinData;
|
|
|
|
void setupBitReader(byte shift, const byte *src);
|
|
void skipData(int32 numSkip);
|
|
void decodeLine(byte *buf, int32 numBytes, int32 dir);
|
|
inline byte readBits(byte n);
|
|
};
|
|
|
|
} // End of namespace Scumm
|
|
|
|
#endif
|