scummvm/engines/mads/screen.cpp

818 lines
23 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.
*
*/
#include "common/scummsys.h"
#include "mads/mads.h"
#include "mads/game.h"
#include "mads/screen.h"
#include "mads/palette.h"
#include "mads/user_interface.h"
namespace MADS {
MADSEngine *DirtyArea::_vm = nullptr;
DirtyArea::DirtyArea() {
_active = false;
_textActive = false;
_mergedArea = nullptr;
}
void DirtyArea::setArea(int width, int height, int maxWidth, int maxHeight) {
if (_bounds.left % 2) {
--_bounds.left;
++width;
}
if (_bounds.left < 0)
_bounds.left = 0;
else if (_bounds.left > maxWidth)
_bounds.left = maxWidth;
int right = _bounds.left + width;
if (right < 0)
right = 0;
if (right > maxWidth)
right = maxWidth;
_bounds.right = right;
if (_bounds.top < 0)
_bounds.top = 0;
else if (_bounds.top > maxHeight)
_bounds.top = maxHeight;
int bottom = _bounds.top + height;
if (bottom < 0)
bottom = 0;
if (bottom > maxHeight)
bottom = maxHeight;
_bounds.bottom = bottom;
_active = true;
}
void DirtyArea::setSpriteSlot(const SpriteSlot *spriteSlot) {
int width, height;
Scene &scene = _vm->_game->_scene;
if (spriteSlot->_flags == IMG_REFRESH) {
// Special entry to refresh the entire screen
_bounds.left = 0;
_bounds.top = 0;
width = MADS_SCREEN_WIDTH;
height = MADS_SCENE_HEIGHT;
} else {
// Standard sprite slots
_bounds.left = spriteSlot->_position.x - scene._posAdjust.x;
_bounds.top = spriteSlot->_position.y - scene._posAdjust.y;
SpriteAsset &spriteSet = *scene._sprites[spriteSlot->_spritesIndex];
MSprite *frame = spriteSet.getFrame(ABS(spriteSlot->_frameNumber) - 1);
if (spriteSlot->_scale == -1) {
width = frame->w;
height = frame->h;
} else {
width = frame->w * spriteSlot->_scale / 100;
height = frame->h * spriteSlot->_scale / 100;
_bounds.left -= width / 2;
_bounds.top += -(height - 1);
}
}
setArea(width, height, MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT);
}
void DirtyArea::setTextDisplay(const TextDisplay *textDisplay) {
_bounds.left = textDisplay->_bounds.left;
_bounds.top = textDisplay->_bounds.top;
setArea(textDisplay->_bounds.width(), textDisplay->_bounds.height(),
MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT);
}
void DirtyArea::setUISlot(const UISlot *slot) {
int type = slot->_flags;
if (type <= IMG_UPDATE_ONLY)
type += -IMG_UPDATE_ONLY;
if (type >= 0x40)
type &= ~0x40;
MSurface &intSurface = _vm->_game->_scene._userInterface;
switch (type) {
case IMG_REFRESH:
_bounds.left = 0;
_bounds.top = 0;
setArea(intSurface.w, intSurface.h, intSurface.w, intSurface.h);
break;
case IMG_OVERPRINT:
_bounds.left = slot->_position.x;
_bounds.top = slot->_position.y;
_bounds.setWidth(slot->_width);
_bounds.setHeight(slot->_height);
setArea(slot->_width, slot->_height, intSurface.w, intSurface.h);
break;
default: {
SpriteAsset *asset = _vm->_game->_scene._sprites[slot->_spritesIndex];
MSprite *frame = asset->getFrame(slot->_frameNumber - 1);
int w = frame->w;
int h = frame->h;
if (slot->_segmentId == IMG_SPINNING_OBJECT) {
_bounds.left = slot->_position.x;
_bounds.top = slot->_position.y;
} else {
_bounds.left = slot->_position.x + w / 2;
_bounds.top = slot->_position.y - h + 1;
}
setArea(w, h, intSurface.w, intSurface.h);
break;
}
}
}
/*------------------------------------------------------------------------*/
DirtyAreas::DirtyAreas(MADSEngine *vm) /* : _vm(vm) */ {
DirtyArea::_vm = vm;
for (int i = 0; i < DIRTY_AREAS_SIZE; ++i) {
DirtyArea rec;
rec._active = false;
push_back(rec);
}
}
void DirtyAreas::merge(int startIndex, int count) {
if (startIndex >= count)
return;
for (int outerCtr = startIndex - 1, idx = 0; idx < count; ++outerCtr, ++idx) {
if (!(*this)[outerCtr]._active)
continue;
for (int innerCtr = outerCtr + 1; innerCtr < count; ++innerCtr) {
if (!(*this)[innerCtr]._active || !intersects(outerCtr, innerCtr))
continue;
if ((*this)[outerCtr]._textActive && (*this)[innerCtr]._textActive)
mergeAreas(innerCtr, outerCtr);
}
}
}
/**
* Returns true if two dirty areas intersect
*/
bool DirtyAreas::intersects(int idx1, int idx2) {
return (*this)[idx1]._bounds.intersects((*this)[idx2]._bounds);
}
void DirtyAreas::mergeAreas(int idx1, int idx2) {
DirtyArea &da1 = (*this)[idx1];
DirtyArea &da2 = (*this)[idx2];
da1._bounds.extend(da2._bounds);
da2._active = false;
da2._mergedArea = &da1;
da1._textActive = true;
}
void DirtyAreas::copy(BaseSurface *srcSurface, BaseSurface *destSurface, const Common::Point &posAdjust) {
for (uint i = 0; i < size(); ++i) {
const Common::Rect &srcBounds = (*this)[i]._bounds;
// Check if this is a sane rectangle before attempting to create it
if (srcBounds.left >= srcBounds.right || srcBounds.top >= srcBounds.bottom)
continue;
Common::Rect bounds(srcBounds.left + posAdjust.x, srcBounds.top + posAdjust.y,
srcBounds.right + posAdjust.x, srcBounds.bottom + posAdjust.y);
Common::Point destPos(srcBounds.left, srcBounds.top);
if ((*this)[i]._active && bounds.isValidRect()) {
destSurface->blitFrom(*srcSurface, bounds, destPos);
}
}
}
void DirtyAreas::copyToScreen() {
/*
for (uint i = 0; i < size(); ++i) {
const Common::Rect &bounds = (*this)[i]._bounds;
// Check if this is a sane rectangle before attempting to create it
if (bounds.left >= bounds.right || bounds.top >= bounds.bottom)
continue;
if ((*this)[i]._active && (*this)[i]._bounds.isValidRect()) {
_vm->_screen->copyRectToScreen(bounds);
}
}
*/
}
void DirtyAreas::reset() {
for (uint i = 0; i < size(); ++i)
(*this)[i]._active = false;
}
/*------------------------------------------------------------------------*/
ScreenObject::ScreenObject() {
_category = CAT_NONE;
_descId = 0;
_mode = 0;
_active = false;
}
/*------------------------------------------------------------------------*/
ScreenObjects::ScreenObjects(MADSEngine *vm) : _vm(vm) {
_objectY = -1;
_forceRescan = false;
_inputMode = kInputBuildingSentences;
_v7FED6 = 0;
_v8332A = 0;
_category = CAT_NONE;
_spotId = 0;
_released = false;
_uiCount = 0;
_selectedObject = -1;
_eventFlag = false;
_baseTime = 0;
}
ScreenObject *ScreenObjects::add(const Common::Rect &bounds, ScreenMode mode, ScrCategory category, int descId) {
ScreenObject so;
so._bounds = bounds;
so._category = category;
so._descId = descId;
so._mode = mode;
so._active = true;
push_back(so);
return &(*this)[size()];
}
void ScreenObjects::check(bool scanFlag) {
Scene &scene = _vm->_game->_scene;
UserInterface &userInterface = scene._userInterface;
if (!_vm->_events->_mouseButtons || _inputMode != kInputBuildingSentences)
_vm->_events->_rightMousePressed = false;
if ((_vm->_events->_mouseMoved || userInterface._scrollbarActive
|| _v8332A || _forceRescan) && scanFlag) {
_category = CAT_NONE;
_selectedObject = scanBackwards(_vm->_events->currentPos(), SCREENMODE_VGA);
if (_selectedObject > 0) {
ScreenObject &scrObject = (*this)[_selectedObject];
_category = (ScrCategory)(scrObject._category & 7);
_spotId = scrObject._descId;
}
// Handling for easy mouse
ScrCategory category = scene._userInterface._category;
if (_vm->_easyMouse && _vm->_events->_mouseButtons && category != _category
&& scene._userInterface._category != CAT_NONE) {
_released = true;
if (category >= CAT_COMMAND && category <= CAT_TALK_ENTRY) {
elementHighlighted();
}
scene._action.checkActionAtMousePos();
}
//_released = _vm->_events->_mouseReleased;
if (_vm->_events->_mouseButtons || (_vm->_easyMouse && !_vm->_events->_mouseStatusCopy))
scene._userInterface._category = _category;
if (_vm->_events->_mouseButtons || _vm->_easyMouse) {
if (userInterface._category >= CAT_COMMAND && userInterface._category <= CAT_TALK_ENTRY) {
elementHighlighted();
}
}
if (_vm->_events->_mouseButtons || (_vm->_easyMouse && scene._action._interAwaiting > AWAITING_COMMAND
&& scene._userInterface._category == CAT_INV_LIST) ||
(_vm->_easyMouse && scene._userInterface._category == CAT_HOTSPOT)) {
scene._action.checkActionAtMousePos();
}
if (_vm->_events->_mouseReleased) {
scene._action.leftClick();
scene._userInterface._category = CAT_NONE;
}
if (_vm->_events->_mouseButtons || _vm->_easyMouse || userInterface._scrollbarActive)
scene._userInterface.updateInventoryScroller();
if (_vm->_events->_mouseButtons || _vm->_easyMouse)
scene._action.set();
_forceRescan = false;
}
scene._action.refresh();
uint32 currentTicks = _vm->_events->getFrameCounter();
if (currentTicks >= _baseTime) {
// Check the user interface slots to see if there's any slots that need to be expired
UISlots &uiSlots = userInterface._uiSlots;
for (uint idx = 0; idx < uiSlots.size(); ++idx) {
UISlot &slot = uiSlots[idx];
if (slot._flags != IMG_REFRESH && slot._flags > IMG_UPDATE_ONLY
&& slot._segmentId != IMG_SPINNING_OBJECT)
slot._flags = IMG_ERASE;
}
// Any background animation in the user interface
userInterface.doBackgroundAnimation();
// Handle animating the selected inventory item
userInterface.inventoryAnim();
// Set the base time
_baseTime = currentTicks + 6;
}
}
int ScreenObjects::scan(const Common::Point &pt, int layer) {
for (uint i = 1; i <= size(); ++i) {
ScreenObject &sObj = (*this)[i];
if (sObj._active && sObj._bounds.contains(pt) && sObj._mode == layer)
return i;
}
// Entry not found
return 0;
}
int ScreenObjects::scanBackwards(const Common::Point &pt, int layer) {
for (int i = (int)size(); i >= 1; --i) {
ScreenObject &sObj = (*this)[i];
if (sObj._active && sObj._bounds.contains(pt) && sObj._mode == layer)
return i;
}
// Entry not found
return 0;
}
void ScreenObjects::elementHighlighted() {
Scene &scene = _vm->_game->_scene;
UserInterface &userInterface = scene._userInterface;
Common::Array<int> &invList = _vm->_game->_objects._inventoryList;
MADSAction &action = scene._action;
int varA;
int topIndex;
int *idxP;
int var4;
int index;
int indexEnd = -1;
int var8 = 0;
int uiCount;
switch (userInterface._category) {
case CAT_COMMAND:
index = 10;
indexEnd = 9;
varA = 5;
topIndex = 0;
idxP = !_vm->_events->_rightMousePressed ? &userInterface._highlightedCommandIndex :
&userInterface._selectedActionIndex;
if (_vm->_events->_rightMousePressed && userInterface._selectedItemVocabIdx >= 0)
userInterface.updateSelection(CAT_INV_VOCAB, -1, &userInterface._selectedItemVocabIdx);
var4 = _released && !_vm->_events->_rightMousePressed ? 1 : 0;
break;
case CAT_INV_LIST:
userInterface.scrollInventory();
index = MIN((int)invList.size() - userInterface._inventoryTopIndex, 5);
indexEnd = invList.size() - 1;
varA = 0;
topIndex = userInterface._inventoryTopIndex;
idxP = &userInterface._highlightedInvIndex;
var4 = (!_released || (_vm->_events->_mouseButtons && action._interAwaiting == 1)) ? 0 : 1;
break;
case CAT_INV_VOCAB:
if (userInterface._selectedInvIndex >= 0) {
InventoryObject &invObject = _vm->_game->_objects.getItem(
userInterface._selectedInvIndex);
index = invObject._vocabCount;
indexEnd = index - 1;
} else {
index = 0;
}
varA = 0;
topIndex = 0;
idxP = _vm->_events->_rightMousePressed ? &userInterface._selectedItemVocabIdx : &userInterface._highlightedItemVocabIndex;
if (_vm->_events->_rightMousePressed && userInterface._selectedActionIndex >= 0)
userInterface.updateSelection(CAT_COMMAND, -1, &userInterface._selectedActionIndex);
var4 = _released && !_vm->_events->_rightMousePressed ? 1 : 0;
break;
case CAT_INV_ANIM:
index = 1;
indexEnd = invList.size() - 1;
varA = 0;
topIndex = userInterface._selectedInvIndex;
idxP = &var8;
var4 = -1;
break;
case CAT_TALK_ENTRY:
index = userInterface._talkStrings.size();
indexEnd = index - 1;
varA = 0;
topIndex = 0;
idxP = &userInterface._highlightedCommandIndex;
var4 = -1;
break;
default:
uiCount = size() - _uiCount;
index = uiCount + scene._hotspots.size();
indexEnd = index - 1;
varA = 0;
topIndex = 0;
idxP = &var8;
var4 = -1;
break;
}
int newIndex = -1;
int catIndex = userInterface._categoryIndexes[userInterface._category - 1];
int newX = 0, newY = 0;
Common::Point currentPos = _vm->_events->currentPos();
for (int idx = 0; idx < index && newIndex < 0; ++idx) {
int scrObjIndex = (_category == CAT_HOTSPOT) ? catIndex - idx + index - 1 :
catIndex + idx;
ScreenObject &scrObject = (*this)[scrObjIndex];
if (!scrObject._active)
continue;
const Common::Rect &bounds = scrObject._bounds;
newY = MAX((int)bounds.bottom, newY);
newX = MAX((int)bounds.left, newX);
if (currentPos.y >= bounds.top && currentPos.y < bounds.bottom) {
if (var4) {
if (currentPos.x >= bounds.left && currentPos.x < bounds.right) {
// Cursor is inside hotspot bounds
newIndex = scrObjIndex - catIndex;
if (_category == CAT_HOTSPOT && newIndex < (int)scene._hotspots.size())
newIndex = scene._hotspots.size() - newIndex - 1;
}
} else if (!varA) {
newIndex = idx;
} else if (varA <= idx) {
if (currentPos.x > bounds.left)
newIndex = idx;
} else {
if (currentPos.x < bounds.right)
newIndex = idx;
}
}
}
if (newIndex == -1 && index > 0 && !var4) {
if (_vm->_events->currentPos().y <= newY) {
newIndex = 0;
if (varA && _vm->_events->currentPos().x >= newX)
newIndex = varA;
} else {
newIndex = index - 1;
}
}
if (newIndex >= 0)
newIndex = MIN(newIndex + topIndex, indexEnd);
action._pickedWord = newIndex;
if (_category == CAT_INV_LIST || _category == CAT_INV_ANIM) {
if (action._interAwaiting == AWAITING_COMMAND && newIndex >= 0 && _released &&
(!_vm->_events->_mouseReleased || !_vm->_easyMouse))
newIndex = -1;
}
if (_released && !_vm->_events->_rightMousePressed &&
(_vm->_events->_mouseReleased || !_vm->_easyMouse))
newIndex = -1;
if (_category != CAT_HOTSPOT && _category != CAT_INV_ANIM)
userInterface.updateSelection(_category, newIndex, idxP);
}
void ScreenObjects::setActive(ScrCategory category, int descId, bool active) {
for (uint idx = 1; idx <= size(); ++idx) {
ScreenObject &sObj = (*this)[idx];
if (sObj._category == category && sObj._descId == descId)
sObj._active = active;
}
}
void ScreenObjects::synchronize(Common::Serializer &s) {
s.syncAsSint16LE(_selectedObject);
s.syncAsSint16LE(_category);
}
/*------------------------------------------------------------------------*/
Screen::Screen(): BaseSurface() {
// Create the screen surface separately on another surface, since the screen
// surface will be subject to change as the clipping area is altered
_rawSurface.create(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT);
resetClipBounds();
_shakeCountdown = -1;
_random = 0x4D2;
}
void Screen::update() {
if (_shakeCountdown >= 0) {
_random = _random * 5 + 1;
int offset = (_random >> 8) & 3;
if (_shakeCountdown-- <= 0)
offset = 0;
// Copy the screen with the left hand hide side of the screen of a given
// offset width shown at the very right. The offset changes to give
// an effect of shaking the screen
offset *= 4;
const byte *buf = (const byte *)getBasePtr(offset, 0);
g_system->copyRectToScreen(buf, this->pitch, 0, 0, this->pitch - offset, this->h);
if (offset > 0)
g_system->copyRectToScreen(getPixels(), this->pitch,
this->pitch - offset, 0, offset, this->h);
return;
}
// Reset any clip bounds if active whilst the screen is updated
Common::Rect clipBounds = getClipBounds();
resetClipBounds();
// Update the screen
Graphics::Screen::update();
// Revert back to whatever clipping is active
setClipBounds(clipBounds);
}
void Screen::transition(ScreenTransition transitionType, bool surfaceFlag) {
Palette &pal = *_vm->_palette;
Scene &scene = _vm->_game->_scene;
byte palData[PALETTE_SIZE];
// The original loads the new scene to the screen surface for some of the
// transition types like fade out/in, so we need to clear the dirty rects so
// it doesn't prematurely get blitted to the physical screen before fade out
Common::Rect clipBounds = getClipBounds();
clearDirtyRects();
switch (transitionType) {
case kTransitionFadeIn:
case kTransitionFadeOutIn: {
Common::fill(&pal._colorValues[0], &pal._colorValues[3], 0);
Common::fill(&pal._colorFlags[0], &pal._colorFlags[3], false);
resetClipBounds();
if (transitionType == kTransitionFadeOutIn) {
// Fade out
pal.getFullPalette(palData);
pal.fadeOut(palData, nullptr, 0, PALETTE_COUNT, 0, 0, 1, 16);
}
// Reset palette to black
Common::fill(&palData[0], &palData[PALETTE_SIZE], 0);
pal.setFullPalette(palData);
markAllDirty();
update();
pal.fadeIn(palData, pal._mainPalette, 0, 256, 0, 1, 1, 16);
break;
}
case kTransitionBoxInBottomLeft:
case kTransitionBoxInBottomRight:
case kTransitionBoxInTopLeft:
case kTransitionBoxInTopRight:
warning("TODO: box transition");
transition(kTransitionFadeIn, surfaceFlag);
break;
case kTransitionPanLeftToRight:
case kTransitionPanRightToLeft:
panTransition(scene._backgroundSurface, pal._mainPalette,
transitionType - kTransitionPanLeftToRight,
Common::Point(0, 0), scene._posAdjust, THROUGH_BLACK2, true, 1);
break;
case kTransitionCircleIn1:
case kTransitionCircleIn2:
case kTransitionCircleIn3:
case kTransitionCircleIn4:
warning("TODO circle transition");
transition(kTransitionFadeIn, surfaceFlag);
break;
case kNullPaletteCopy:
// Original temporarily set the palette to black, copied the scene to the
// screen, and then restored the palette. We can give a similiar effect
// by doing a standard quick palette fade in
transition(kTransitionFadeIn, surfaceFlag);
break;
default:
// Quick transitions
break;
}
// Reset clipping
markAllDirty();
setClipBounds(clipBounds);
}
void Screen::panTransition(MSurface &newScreen, byte *palData, int entrySide,
const Common::Point &srcPos, const Common::Point &destPos,
ThroughBlack throughBlack, bool setPalette_, int numTicks) {
EventsManager &events = *_vm->_events;
Palette &palette = *_vm->_palette;
Common::Point size;
int y1, y2;
int startX = 0;
int deltaX;
int loopStart;
// uint32 baseTicks, currentTicks;
byte paletteMap[256];
size.x = MIN(newScreen.w, (uint16)MADS_SCREEN_WIDTH);
size.y = newScreen.h;
if (newScreen.h >= MADS_SCREEN_HEIGHT)
size.y = MADS_SCENE_HEIGHT;
// Set starting position and direction delta for the transition
if (entrySide == 1)
// Right to left
startX = size.x - 1;
deltaX = startX ? -1 : 1;
if (setPalette_ & !throughBlack)
palette.setFullPalette(palData);
// TODO: Original uses a different frequency ticks counter. Need to
// confirm frequency and see whether we need to implement it, or
// if the current frame ticks can substitute for it
// baseTicks = events.getFrameCounter();
y1 = 0;
y2 = size.y - 1;
// sizeY = y2 - y1 + 1;
if (throughBlack == THROUGH_BLACK2)
swapForeground(palData, &paletteMap[0]);
loopStart = throughBlack == THROUGH_BLACK1 ? 0 : 1;
for (int loop = loopStart; loop < 2; ++loop) {
int xAt = startX;
for (int xCtr = 0; xCtr < size.x; ++xCtr, xAt += deltaX) {
if (!loop) {
fillRect(Common::Rect(xAt + destPos.x, y1 + destPos.y,
xAt + destPos.x + 1, y2 + destPos.y), 0);
} else if (throughBlack == THROUGH_BLACK2) {
copyRectTranslate(newScreen, paletteMap,
Common::Point(xAt, destPos.y),
Common::Rect(srcPos.x + xAt, srcPos.y,
srcPos.x + xAt + 1, srcPos.y + size.y));
} else {
newScreen.copyRectToSurface(*this, xAt, destPos.y,
Common::Rect(srcPos.x + xAt, srcPos.y,
srcPos.x + xAt + 1, srcPos.y + size.y));
}
// Slight delay
events.pollEvents();
g_system->delayMillis(1);
}
if ((setPalette_ && !loop) || throughBlack == THROUGH_BLACK2)
palette.setFullPalette(palData);
}
if (throughBlack == THROUGH_BLACK2) {
/*
Common::Rect r(srcPos.x, srcPos.y, srcPos.x + size.x, srcPos.y + size.y);
copyRectToSurface(newScreen, destPos.x, destPos.y, r);
copyRectToScreen(r);
*/
}
}
/**
* Translates the current screen from the old palette to the new palette
*/
void Screen::swapForeground(byte newPalette[PALETTE_SIZE], byte *paletteMap) {
Palette &palette = *_vm->_palette;
byte oldPalette[PALETTE_SIZE];
byte oldMap[PALETTE_COUNT];
palette.getFullPalette(oldPalette);
swapPalette(oldPalette, oldMap, true);
swapPalette(newPalette, paletteMap, false);
// Transfer translated foreground colors. Since foregrounds are interleaved
// with background, we only copy over each alternate RGB tuplet
const byte *srcP = &newPalette[RGB_SIZE];
byte *destP = &oldPalette[RGB_SIZE];
while (destP < &oldPalette[PALETTE_SIZE]) {
Common::copy(srcP, srcP + RGB_SIZE, destP);
srcP += 2 * RGB_SIZE;
destP += 2 * RGB_SIZE;
}
Common::Rect oldClip = getClipBounds();
resetClipBounds();
copyRectTranslate(*this, oldMap, Common::Point(0, 0),
Common::Rect(0, 0, MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT));
palette.setFullPalette(oldPalette);
setClipBounds(oldClip);
}
/**
* Translates a given palette into a mapping table.
* Palettes consist of 128 RGB entries for the foreground and background
* respectively, with the two interleaved together. So the start
*/
void Screen::swapPalette(const byte *palData, byte swapTable[PALETTE_COUNT],
bool foreground) {
int start = foreground ? 1 : 0;
const byte *dynamicList = &palData[start * RGB_SIZE];
int staticStart = 1 - start;
const byte *staticList = &palData[staticStart * RGB_SIZE];
const int PALETTE_START = 1;
const int PALETTE_END = 252;
// Set initial index values
for (int idx = 0; idx < PALETTE_COUNT; ++idx)
swapTable[idx] = idx;
// Handle the 128 palette entries for the foreground or background
for (int idx = 0; idx < (PALETTE_COUNT / 2); ++idx) {
if (start >= PALETTE_START && start <= PALETTE_END) {
swapTable[start] = Palette::closestColor(dynamicList, staticList,
2 * RGB_SIZE, PALETTE_COUNT / 2) * 2 + staticStart;
}
dynamicList += 2 * RGB_SIZE;
start += 2;
}
}
void Screen::setClipBounds(const Common::Rect &r) {
create(_rawSurface, r);
}
void Screen::resetClipBounds() {
setClipBounds(Common::Rect(0, 0, MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT));
}
} // End of namespace MADS