scummvm/engines/cine/gfx.h
Kari Salminen a944497d75 HACK: Force oxygen to maximum during Operation Stealth's first arcade sequence.
This way the arcade sequence is completable now.
This hack should be removed later and the first
arcade sequence be made properly playable!

svn-id: r33667
2008-08-06 20:41:53 +00:00

232 lines
8.4 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.
*
* $URL$
* $Id$
*
*/
#ifndef CINE_GFX_H
#define CINE_GFX_H
#include "common/noncopyable.h"
#include "cine/object.h"
namespace Cine {
/*! \brief Background with palette
*/
struct palBg {
byte *bg; ///< Background data
byte *hiPal; ///< 256 color palette
uint16 *lowPal; ///< 16 color palette
char name[15]; ///< Background filename
};
/*! \brief Future Wars renderer
*
* Screen backbuffer is not cleared between frames, you can draw menus etc.
* without calling drawFrame() all the time
*/
class FWRenderer : public Common::NonCopyable {
private:
byte *_background; ///< Current background
char _bgName[13]; ///< Background filename
uint16 *_palette; ///< 16 color backup palette
Common::String _cmd; ///< Player command string
protected:
static const int _screenSize = 320 * 200; ///< Screen size
static const int _screenWidth = 320; ///< Screen width
static const int _screenHeight = 200; ///< Screen height
static const int _lowPalSize = 16; ///< 16 color palette size
byte *_backBuffer; ///< Screen backbuffer
uint16 *_activeLowPal; ///< Active 16 color palette
int _changePal; ///< Load active palette to video backend on next frame
void fillSprite(const objectStruct &obj, uint8 color = 0);
void drawMaskedSprite(const objectStruct &obj, const byte *mask);
virtual void drawSprite(const objectStruct &obj);
void drawCommand();
void drawMessage(const char *str, int x, int y, int width, byte color);
void drawPlainBox(int x, int y, int width, int height, byte color);
void drawBorder(int x, int y, int width, int height, byte color);
void drawDoubleBorder(int x, int y, int width, int height, byte color);
virtual int drawChar(char character, int x, int y);
void drawLine(int x, int y, int width, int height, byte color);
void remaskSprite(byte *mask, Common::List<overlay>::iterator it);
virtual void drawBackground();
virtual void renderOverlay(const Common::List<overlay>::iterator &it);
void drawOverlays();
public:
uint16 _messageBg; ///< Message box background color
uint16 _cmdY; ///< Player command string position on screen
FWRenderer();
virtual ~FWRenderer();
/*! \brief Test if renderer is ready to draw */
virtual bool ready() { return _background != NULL; }
virtual void clear();
void drawFrame();
void blit();
void setCommand(const char *cmd);
virtual void incrustMask(const objectStruct &obj, uint8 color = 0);
virtual void incrustSprite(const objectStruct &obj);
virtual void loadBg16(const byte *bg, const char *name);
virtual void loadBg16(const byte *bg, const char *name, unsigned int idx);
virtual void loadCt16(const byte *ct, const char *name);
virtual void loadBg256(const byte *bg, const char *name);
virtual void loadBg256(const byte *bg, const char *name, unsigned int idx);
virtual void loadCt256(const byte *ct, const char *name);
virtual void selectBg(unsigned int idx);
virtual void selectScrollBg(unsigned int idx);
virtual void setScroll(unsigned int shift);
virtual uint getScroll() const;
virtual void removeBg(unsigned int idx);
virtual void saveBgNames(Common::OutSaveFile &fHandle);
virtual const char *getBgName(uint idx = 0) const;
virtual void refreshPalette();
virtual void reloadPalette();
virtual void restorePalette(Common::SeekableReadStream &fHandle);
virtual void savePalette(Common::OutSaveFile &fHandle);
virtual void rotatePalette(int a, int b, int c);
virtual void transformPalette(int first, int last, int r, int g, int b);
void drawMenu(const CommandeType *items, unsigned int height, int x, int y, int width, int selected);
void drawInputBox(const char *info, const char *input, int cursor, int x, int y, int width);
virtual void fadeToBlack();
};
/*! \brief Operation Stealth renderer
*/
class OSRenderer : public FWRenderer {
private:
// FIXME: Background table's size is probably 8 instead of 9. Check to make sure and correct if necessary.
palBg _bgTable[9]; ///< Table of backgrounds loaded into renderer
byte *_activeHiPal; ///< Active 256 color palette
unsigned int _currentBg; ///< Current background
unsigned int _scrollBg; ///< Current scroll background
unsigned int _bgShift; ///< Background shift
protected:
static const int _hiPalSize = 256 * 3; ///< 256 color palette size
void drawSprite(const objectStruct &obj);
int drawChar(char character, int x, int y);
void drawBackground();
void renderOverlay(const Common::List<overlay>::iterator &it);
public:
OSRenderer();
~OSRenderer();
/*! \brief Test if renderer is ready to draw */
bool ready() { return _bgTable[_currentBg].bg != NULL; }
void clear();
void incrustMask(const objectStruct &obj, uint8 color = 0);
void incrustSprite(const objectStruct &obj);
void loadBg16(const byte *bg, const char *name);
void loadBg16(const byte *bg, const char *name, unsigned int idx);
void loadCt16(const byte *ct, const char *name);
void loadBg256(const byte *bg, const char *name);
void loadBg256(const byte *bg, const char *name, unsigned int idx);
void loadCt256(const byte *ct, const char *name);
void selectBg(unsigned int idx);
void selectScrollBg(unsigned int idx);
void setScroll(unsigned int shift);
uint getScroll() const;
void removeBg(unsigned int idx);
void saveBgNames(Common::OutSaveFile &fHandle);
const char *getBgName(uint idx = 0) const;
void refreshPalette();
void reloadPalette();
void restorePalette(Common::SeekableReadStream &fHandle);
void savePalette(Common::OutSaveFile &fHandle);
void rotatePalette(int a, int b, int c);
void transformPalette(int first, int last, int r, int g, int b);
void fadeToBlack();
};
void gfxDrawSprite(byte *src4, uint16 sw, uint16 sh, byte *dst4, int16 sx, int16 sy);
extern byte *page3Raw;
extern FWRenderer *renderer;
void setMouseCursor(int cursor);
void gfxCopyPage(byte *source, byte *dest);
void transformPaletteRange(byte startColor, byte numColor, int8 r, int8 g, int8 b);
void gfxFlipPage(void);
void gfxDrawMaskedSprite(const byte *ptr, const byte *msk, uint16 width, uint16 height, byte *page, int16 x, int16 y);
void gfxFillSprite(const byte *src4, uint16 sw, uint16 sh, byte *dst4, int16 sx, int16 sy, uint8 fillColor = 0);
void gfxUpdateSpriteMask(byte *destMask, int16 x, int16 y, int16 width, int16 height, const byte *maskPtr, int16 xm, int16 ym, int16 maskWidth, int16 maskHeight);
void gfxDrawLine(int16 x1, int16 y1, int16 x2, int16 y2, byte color, byte *page);
void gfxDrawPlainBox(int16 x1, int16 y1, int16 x2, int16 y2, byte color);
void gfxResetPage(byte *pagePtr);
int16 gfxGetBit(int16 x, int16 y, const byte *ptr, int16 width);
byte gfxGetColor(int16 x, int16 y, const byte *ptr, int16 width);
void gfxResetRawPage(byte *pageRaw);
void gfxConvertSpriteToRaw(byte *dst, const byte *src, uint16 w, uint16 h);
void gfxCopyRawPage(byte *source, byte * dest);
void gfxFlipRawPage(byte *frontBuffer);
void drawSpriteRaw(const byte *spritePtr, const byte *maskPtr, int16 width, int16 height, byte *page, int16 x, int16 y);
void gfxDrawPlainBoxRaw(int16 x1, int16 y1, int16 x2, int16 y2, byte color, byte *page);
void drawSpriteRaw2(const byte *spritePtr, byte transColor, int16 width, int16 height, byte *page, int16 x, int16 y);
void maskBgOverlay(const byte *spritePtr, const byte *maskPtr, int16 width, int16 height, byte *page, int16 x, int16 y);
void fadeFromBlack(void);
void fadeToBlack(void);
// wtf?!
//void gfxDrawMaskedSprite(byte *param1, byte *param2, byte *param3, byte *param4, int16 param5);
void gfxWaitVBL(void);
void gfxRedrawMouseCursor(void);
void blitScreen(byte *frontBuffer, byte *backbuffer);
void blitRawScreen(byte *frontBuffer);
void flip(void);
} // End of namespace Cine
#endif