mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
175 lines
5.7 KiB
C++
175 lines
5.7 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.
|
|
*
|
|
*/
|
|
|
|
#ifndef SWORD1_SCREEN_H
|
|
#define SWORD1_SCREEN_H
|
|
|
|
#include "sword1/sworddefs.h"
|
|
|
|
class OSystem;
|
|
|
|
namespace Sword1 {
|
|
|
|
#define MAX_FORE 20
|
|
#define MAX_BACK 20
|
|
#define MAX_SORT 20
|
|
|
|
struct SortSpr {
|
|
int32 id, y;
|
|
};
|
|
|
|
struct RoomDef {
|
|
int totalLayers;
|
|
int sizeX;
|
|
int sizeY;
|
|
int gridWidth; //number of 16*16 grid blocks across - including off screen edges.
|
|
uint32 layers[4];
|
|
uint32 grids[3];
|
|
uint32 palettes[2];
|
|
uint32 parallax[2];
|
|
};
|
|
|
|
struct PSXDataCache { // Cache for PSX screen, to avoid decompressing background at every screen update
|
|
uint8 *decodedBackground;
|
|
uint8 *extPlxCache; // If this screen requires an external parallax, save it here
|
|
};
|
|
|
|
#define SCRNGRID_X 16
|
|
#define SCRNGRID_Y 8
|
|
#define SHRINK_BUFFER_SIZE 50000
|
|
#define RLE_BUFFER_SIZE 50000
|
|
|
|
#define FLASH_RED 0
|
|
#define FLASH_BLUE 1
|
|
#define BORDER_YELLOW 2
|
|
#define BORDER_GREEN 3
|
|
#define BORDER_PURPLE 4
|
|
#define BORDER_BLACK 5
|
|
|
|
class ResMan;
|
|
class ObjectMan;
|
|
class Text; // Text objects use sprites that are created internally at run-time
|
|
// the buffer belongs to Text, so we need a reference here.
|
|
|
|
class Screen {
|
|
public:
|
|
Screen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan);
|
|
~Screen();
|
|
void clearScreen();
|
|
void useTextManager(Text *pTextMan);
|
|
void draw();
|
|
|
|
void quitScreen();
|
|
void newScreen(uint32 screen);
|
|
|
|
void setScrolling(int16 offsetX, int16 offsetY);
|
|
void addToGraphicList(uint8 listId, uint32 objId);
|
|
|
|
void fadeDownPalette();
|
|
void fadeUpPalette();
|
|
void fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp);
|
|
bool stillFading();
|
|
void fullRefresh();
|
|
|
|
bool showScrollFrame();
|
|
void updateScreen();
|
|
void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = NULL, int8 fadeStatus = 0);
|
|
|
|
void fnSetParallax(uint32 screen, uint32 resId);
|
|
void fnFlash(uint8 color);
|
|
void fnBorder(uint8 color);
|
|
|
|
static void decompressHIF(uint8 *src, uint8 *dest);
|
|
|
|
private:
|
|
// for router debugging
|
|
void drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
|
|
void vline(uint16 x, uint16 y1, uint16 y2);
|
|
void hline(uint16 x1, uint16 x2, uint16 y);
|
|
void bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
|
|
void bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
|
|
void bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
|
|
void bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
|
|
|
|
void verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight);
|
|
void blitBlockClear(uint16 x, uint16 y, uint8 *data);
|
|
void renderParallax(uint8 *data);
|
|
void processImage(uint32 id);
|
|
void spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *sprWidth, uint16 *sprHeight, uint16 *incr);
|
|
void drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
|
|
void drawPsxHalfShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
|
|
void drawPsxFullShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
|
|
uint8* psxBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres);
|
|
uint8* psxShrinkedBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres);
|
|
void fetchPsxParallaxSize(uint8 *psxParallax, uint16 *paraSizeX, uint16 *paraSizeY);
|
|
void drawPsxParallax(uint8 *psxParallax, uint16 paraScrlX, uint16 scrnScrlX, uint16 scrnWidth);
|
|
void decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest);
|
|
void decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest);
|
|
void decompressTony(uint8 *src, uint32 compSize, uint8 *dest);
|
|
void fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest);
|
|
int32 inRange(int32 a, int32 b, int32 c);
|
|
void fadePalette();
|
|
|
|
void flushPsxCache();
|
|
|
|
OSystem *_system;
|
|
ResMan *_resMan;
|
|
ObjectMan *_objMan;
|
|
Text *_textMan;
|
|
|
|
uint16 _currentScreen;
|
|
uint8 *_screenBuf;
|
|
uint8 *_screenGrid;
|
|
uint16 *_layerGrid[4];
|
|
uint8 *_layerBlocks[4];
|
|
uint8 *_parallax[2];
|
|
uint8 _rleBuffer[RLE_BUFFER_SIZE];
|
|
uint8 _shrinkBuffer[SHRINK_BUFFER_SIZE];
|
|
bool _fullRefresh;
|
|
bool _updatePalette;
|
|
uint16 _oldScrollX, _oldScrollY; // for drawing additional frames
|
|
|
|
PSXDataCache _psxCache; // Cache used for PSX backgrounds
|
|
|
|
uint32 _foreList[MAX_FORE];
|
|
uint32 _backList[MAX_BACK];
|
|
SortSpr _sortList[MAX_SORT];
|
|
uint8 _foreLength, _backLength, _sortLength;
|
|
uint16 _scrnSizeX, _scrnSizeY, _gridSizeX, _gridSizeY;
|
|
|
|
static RoomDef _roomDefTable[TOTAL_ROOMS]; // from ROOMS.C (not const, see fnSetParallax)
|
|
|
|
uint8 _targetPalette[256 * 3];
|
|
uint8 _currentPalette[256 * 3]; // for fading
|
|
uint8 _fadingStep;
|
|
int8 _fadingDirection; // 1 for fade up, -1 for fade down
|
|
bool _isBlack; // if the logic already faded down the palette, this is set to show the
|
|
// mainloop that no further fading is necessary.
|
|
};
|
|
|
|
} // End of namespace Sword1
|
|
|
|
#endif //BSSCREEN_H
|
|
|
|
|
|
|