scummvm/engines/queen/display.h
Filippos Karapetis 60c6720441 Some changes to FOTAQ for the work in progress Greek translation in FR #1723255 - "FOTAQ code modifications (mostly for greek translation)":
- Added Greek font to FOTAQ
- When the verb is "Go to" in the Greek version, there won't be a space after the verb and the item (as per the translator's request)
- The strings in the journal are not cut off in the Greek version

svn-id: r29360
2007-11-01 17:06:03 +00:00

270 lines
7.2 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 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 QUEEN_DISPLAY_H
#define QUEEN_DISPLAY_H
#include "common/str.h"
#include "common/util.h"
#include "queen/defs.h"
class OSystem;
namespace Common {
struct Rect;
}
namespace Queen {
class QueenEngine;
class Display {
public:
Display(QueenEngine *vm, OSystem *system);
~Display();
//! initialise dynalum for the specified room
void dynalumInit(const char *roomName, uint16 roomNum);
//! update dynalum for the current room
void dynalumUpdate(int16 x, int16 y);
//! update the palette
void palSet(const uint8 *pal, int start, int end, bool updateScreen = false);
//! setup palette for Joe's dress
void palSetJoeDress();
//! setup palette for Joe's normal clothes
void palSetJoeNormal();
//! setup palette for panel and inventory objects
void palSetPanel();
//! fade the current palette in
void palFadeIn(uint16 roomNum, bool dynalum = false, int16 dynaX = 0, int16 dynaY = 0);
//! fade the current palette out
void palFadeOut(uint16 roomNum);
//! grey the panel area (used when panel is disabled)
void palGreyPanel();
//! scroll some palette colors
void palScroll(int start, int end);
void palSetAmigaColor(uint8 color, uint16 rgb);
//! custom palette effect for the specified room
void palCustomColors(uint16 roomNum);
//! custom palette scroll for the specified room
void palCustomScroll(uint16 roomNum);
//! process a 'palette flash' effect
void palCustomFlash();
void palCustomLightsOff(uint16 roomNum);
void palCustomLightsOn(uint16 roomNum);
//! mark all palette entries as dirty
void palSetAllDirty() { _pal.dirtyMin = 0; _pal.dirtyMax = 255; }
//! returns the number of colors used by the room
int getNumColorsForRoom(uint16 room) const;
//! returns true if we shouldn't fade the palette in the specified room
bool isPalFadingDisabled(uint16 room) const;
//! change fullscreen/panel mode
void screenMode(int comPanel, bool inCutaway);
void prepareUpdate();
void update(bool dynalum = false, int16 dynaX = 0, int16 dynaY = 0);
void setupPanel();
void setupNewRoom(const char *name, uint16 room);
void drawBobSprite(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h, uint16 pitch, bool xflip);
void drawBobPasteDown(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h);
void drawInventoryItem(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h);
void blit(uint8 *dstBuf, uint16 dstPitch, uint16 x, uint16 y, const uint8 *srcBuf, uint16 srcPitch, uint16 w, uint16 h, bool xflip, bool masked);
void fill(uint8 *dstBuf, uint16 dstPitch, uint16 x, uint16 y, uint16 w, uint16 h, uint8 color);
//! decode PCX picture data
void decodePCX(const uint8 *src, uint32 srcSize, uint8 *dst, uint16 dstPitch, uint16 *w, uint16 *h, uint8 *pal, uint16 palStart, uint16 palEnd);
//! decode ILBM picture data
void decodeLBM(const uint8 *src, uint32 srcSize, uint8 *dst, uint16 dstPitch, uint16 *w, uint16 *h, uint8 *pal, uint16 palStart, uint16 palEnd, uint8 colorBase = 0);
void horizontalScrollUpdate(int16 xCamera);
void horizontalScroll(int16 scroll);
int16 horizontalScroll() const { return _horizontalScroll; }
void fullscreen(bool fs) { _fullRefresh = 2; _fullscreen = fs; }
bool fullscreen() const { return _fullscreen; }
//! mark the specified block as dirty
void setDirtyBlock(uint16 x, uint16 y, uint16 w, uint16 h);
//! force a full refresh (bypassing the dirtyblocks rendering), on next screen update
void forceFullRefresh() { _fullRefresh = 2; }
//! change mouse cursor bitmap
void setMouseCursor(uint8 *buf, uint16 w, uint16 h);
//! show/hide mouse cursor
void showMouseCursor(bool show);
//! initialise font, compute justification sizes
void initFont();
//! add the specified text to the texts list
void setText(uint16 x, uint16 y, const char *text, bool outlined = true);
//! add the specified text to the texts list
void setTextCentered(uint16 y, const char *text, bool outlined = true);
//! draw the text lists
void drawTexts();
//! remove entries from the texts list
void clearTexts(uint16 y1, uint16 y2);
void setupInkColors();
uint8 getInkColor(InkColor color) const { return _inkColors[color]; }
//! change the current text color
void textCurrentColor(uint8 color) { _curTextColor = color; }
//! change the text color for the specified texts list entry
void textColor(uint16 y, uint8 color) { _texts[y].color = color; }
//! Set the focus rectangle to the speaking character
void setFocusRect(const Common::Rect& rect);
int textCenterX(const char *text) const;
uint16 textWidth(const char *text) const;
uint16 textWidth(const char *text, uint16 len) const;
void drawChar(uint16 x, uint16 y, uint8 color, const uint8 *chr);
void drawText(uint16 x, uint16 y, uint8 color, const char *text, bool outlined = true);
void drawBox(int16 x1, int16 y1, int16 x2, int16 y2, uint8 col);
void shake(bool reset);
void blankScreen();
void blankScreenEffect1();
void blankScreenEffect2();
void blankScreenEffect3();
private:
enum {
FADE_SPEED = 16,
D_BLOCK_W = 8,
D_BLOCK_H = 8
};
enum BufferDimension {
BACKDROP_W = 640,
BACKDROP_H = 200,
SCREEN_W = 320,
SCREEN_H = 200,
PANEL_W = 320,
PANEL_H = 50
};
struct {
uint8 *room;
uint8 *screen;
uint8 *panel;
int dirtyMin, dirtyMax;
bool scrollable;
} _pal;
struct Dynalum {
bool valid;
uint8 *mskBuf;
uint32 mskSize;
int8 *lumBuf;
uint32 lumSize;
uint8 prevColMask;
};
struct TextSlot {
uint16 x;
uint8 color;
Common::String text;
bool outlined;
};
uint8 *_screenBuf;
uint8 *_panelBuf;
uint8 *_backdropBuf;
uint8 _fullRefresh;
uint8 *_dirtyBlocks;
uint16 _dirtyBlocksWidth, _dirtyBlocksHeight;
bool _fullscreen;
uint16 _horizontalScroll;
uint16 _bdWidth, _bdHeight;
const char *_imageExt;
//! texts list
TextSlot _texts[GAME_SCREEN_HEIGHT];
//! current text color to use for display
uint8 _curTextColor;
//! font justification sizes
uint8 _charWidth[256];
uint8 _inkColors[INK_COUNT];
Common::RandomSource _rnd;
Dynalum _dynalum;
OSystem *_system;
QueenEngine *_vm;
const uint8 *_font;
static const uint8 _fontRegular[];
static const uint8 _fontHebrew[];
static const uint8 _fontRussian[];
static const uint8 _fontGreek[];
static const uint8 _palJoeClothes[];
static const uint8 _palJoeDress[];
};
} // End of namespace Queen
#endif