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