2022-06-01 18:16:00 +02:00

191 lines
5.2 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef TWINE_RENDERER_SCREENS_H
#define TWINE_RENDERER_SCREENS_H
#include "common/scummsys.h"
#include "graphics/managed_surface.h"
#include "graphics/surface.h"
#include "twine/twine.h"
namespace TwinE {
class TwinEEngine;
class Screens {
private:
TwinEEngine *_engine;
/**
* Adjust palette intensity
* @param r red component of color
* @param g green component of color
* @param b blue component of color
* @param palette palette to adjust
* @param intensity intensity value to adjust
*/
void adjustPalette(uint8 r, uint8 g, uint8 b, const uint32 *palette, int32 intensity);
public:
Screens(TwinEEngine *engine) : _engine(engine) {}
/** In-game palette (should not be used, except in special case. otherwise use other images functions instead) */
uint8 _palette[NUMOFCOLORS * 3]{0};
/** converted in-game palette */
uint32 _paletteRGBA[NUMOFCOLORS]{0};
/** converted custom palette */
uint32 _paletteRGBACustom[NUMOFCOLORS]{0};
/** flag to check in the game palette was changed */
bool _palResetted = false;
/** flag to check if the main flag is locked */
bool _fadePalette = false;
/** flag to check if we are using a different palette than the main one */
bool _useAlternatePalette = false;
/** converted in-game palette */
uint32 _mainPaletteRGBA[NUMOFCOLORS]{0};
/** Load and display Adeline Logo */
bool adelineLogo();
void convertPalToRGBA(const uint8 *in, uint32 *out);
/**
* @sa setNormalPal
*/
void setDarkPal();
/**
* @sa setDarkPal()
* Reset the palette to the main palette after the script changed it via @c setDarkPal()
*/
void setNormalPal();
/**
* Load a custom palette
* @param index \a RESS.HQR entry index (starting from 0)
*/
void loadCustomPalette(const TwineResource &resource);
/** Load and display Main Menu image */
void loadMenuImage(bool fadeIn = true);
/**
* Load and display a particulary image on \a RESS.HQR file with cross fade effect
* @param index \a RESS.HQR entry index (starting from 0)
* @param paletteIndex \a RESS.HQR entry index of the palette for the given image. This is often the @c index + 1
* @param fadeIn if we fade in before using the palette
*/
void loadImage(TwineImage image, bool fadeIn = true);
/**
* Load and display a particulary image on \a RESS.HQR file with cross fade effect and delay
* @param index \a RESS.HQR entry index (starting from 0)
* @param paletteIndex \a RESS.HQR entry index of the palette for the given image. This is often the @c index + 1
* @param seconds number of seconds to delay
* @return @c true if aborted
*/
bool loadImageDelay(TwineImage image, int32 seconds);
bool loadBitmapDelay(const char *image, int32 seconds);
/**
* Fade image in
* @param palette current palette to fade in
*/
void fadeIn(const uint32 *palette);
/**
* Fade image out
* @param palette current palette to fade out
*/
void fadeOut(const uint32 *palette);
/**
* Linear interpolation of the given value between start and end
* @param value color component
* @param start lower range
* @param end upper range
* @param t the location in given range
* @return the lerped value
* @note Doesn't clamp
*/
int32 lerp(int32 value, int32 start, int32 end, int32 t);
/**
* Adjust between two palettes
* @param pal1 palette from adjust
* @param pal2 palette to adjust
*/
void adjustCrossPalette(const uint32 *pal1, const uint32 *pal2);
/**
* Fade image to black
* @param palette current palette to fade
*/
void fadeToBlack(const uint32 *palette);
/**
* Fade image with another palette source
* @param palette current palette to fade
*/
void fadeToPal(const uint32 *palette);
/** Fade black palette to white palette */
void blackToWhite();
/** Resets both in-game and sdl palettes */
void setBackPal();
/**
* Fade palette to red palette
* @param palette current palette to fade
*/
void fadePalRed(const uint32 *palette);
/**
* Fade red to palette
* @param palette current palette to fade
*/
void fadeRedPal(const uint32 *palette);
/**
* Copy a determinate screen buffer to another
* @param source screen buffer
* @param destination screen buffer
*/
void copyScreen(const Graphics::ManagedSurface &source, Graphics::ManagedSurface &destination);
/** Clear front buffer screen */
void clearScreen();
/** Init palettes */
void initPalettes();
};
} // namespace TwinE
#endif