mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-30 22:23:54 +00:00
b5f281e9d8
svn-id: r17333
312 lines
10 KiB
C++
312 lines
10 KiB
C++
/* ScummVM - Scumm Interpreter
|
|
* Copyright (C) 2001 Ludvig Strigeus
|
|
* Copyright (C) 2001-2005 The ScummVM project
|
|
*
|
|
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
*
|
|
* $Header$
|
|
*
|
|
*/
|
|
|
|
#ifndef GFX_H
|
|
#define GFX_H
|
|
|
|
#include "graphics/surface.h"
|
|
|
|
namespace Scumm {
|
|
|
|
class ScummEngine;
|
|
|
|
/** Camera modes */
|
|
enum {
|
|
kNormalCameraMode = 1,
|
|
kFollowActorCameraMode = 2,
|
|
kPanningCameraMode = 3
|
|
};
|
|
|
|
/** Camera state data */
|
|
struct CameraData {
|
|
Common::Point _cur;
|
|
Common::Point _dest;
|
|
Common::Point _accel;
|
|
Common::Point _last;
|
|
int _leftTrigger, _rightTrigger;
|
|
byte _follows, _mode;
|
|
bool _movingToActor;
|
|
};
|
|
|
|
/** Virtual screen identifiers */
|
|
enum VirtScreenNumber {
|
|
kMainVirtScreen = 0, // The 'stage'
|
|
kTextVirtScreen = 1, // In V1-V3 games: the area where text is printed
|
|
kVerbVirtScreen = 2, // The verb area
|
|
kUnkVirtScreen = 3 // ?? Not sure what this one is good for...
|
|
};
|
|
|
|
/**
|
|
* In all Scumm games, one to four virtual screen (or 'windows') together make
|
|
* up the content of the actual screen. Thinking of virtual screens as fixed
|
|
* size, fixed location windows might help understanding them. Typical, in all
|
|
* scumm games there is either one single virtual screen covering the entire
|
|
* real screen (mostly in all newer games, e.g. Sam & Max, and all V7+ games).
|
|
* The classic setup consists of three virtual screens: one at the top of the
|
|
* screen, where all conversation texts are printed; then the main one (which
|
|
* I like calling 'the stage', since all the actors are doing their stuff
|
|
* there), and finally the lower part of the real screen is taken up by the
|
|
* verb area.
|
|
* Finally, in V5 games and some V6 games, it's almost the same as in the
|
|
* original games, except that there is no separate conversation area.
|
|
*
|
|
* If you now wonder what the last screen is/was good for: I am not 100% sure,
|
|
* but it appears that it was used by the original engine to display stuff
|
|
* like the pause message, or questions ("Do you really want to restart?").
|
|
* It seems that it is not used at all by ScummVM, so we probably could just
|
|
* get rid of it and save a couple kilobytes of RAM.
|
|
*
|
|
* Each of these virtual screens has a fixed number or id (see also
|
|
* \ref VirtScreenNumber).
|
|
*/
|
|
struct VirtScreen : Graphics::Surface {
|
|
/**
|
|
* The unique id of this screen (corresponds to its position in the
|
|
* ScummEngine:virtscr array).
|
|
*/
|
|
VirtScreenNumber number;
|
|
|
|
/**
|
|
* Vertical position of the virtual screen. Tells how much the virtual
|
|
* screen is shifted along the y axis relative to the real screen.
|
|
* If you wonder why there is no horizontal position: there is none,
|
|
* because all virtual screens are always exactly as wide as the
|
|
* real screen. This might change in the future to allow smooth
|
|
* horizontal scrolling in V7-V8 games.
|
|
*/
|
|
uint16 topline;
|
|
|
|
/**
|
|
* Horizontal scroll offset, tells how far the screen is scrolled to the
|
|
* right. Only used for the main screen. After all, verbs and the
|
|
* conversation text box don't have to scroll.
|
|
*/
|
|
uint16 xstart;
|
|
|
|
/**
|
|
* Flag indicating which tells whether this screen has a back buffer or
|
|
* not. This is yet another feature which is only used by the main screen.
|
|
* Strictly spoken one could remove this variable and replace checks
|
|
* on it with checks on backBuf. But since some code needs to temporarily
|
|
* disable the backBuf (so it can abuse drawBitmap; see drawVerbBitmap()
|
|
* and useIm01Cursor()), we keep it (at least for now).
|
|
*/
|
|
bool hasTwoBuffers;
|
|
|
|
/**
|
|
* Pointer to the screen's back buffer, if it has one (see also
|
|
* the hasTwoBuffers member).
|
|
* The backBuf is used by drawBitmap to store the background graphics of
|
|
* the active room. This eases redrawing: whenever a portion of the screen
|
|
* has to be redrawn, first a copy from the backBuf content to screenPtr is
|
|
* performed. Then, any objects/actors in that area are redrawn atop that.
|
|
*/
|
|
byte *backBuf;
|
|
|
|
/**
|
|
* Array containing for each visible strip of this virtual screen the
|
|
* coordinate at which the dirty region of that strip starts.
|
|
* 't' stands for 'top' - the top coordinate of the dirty region.
|
|
* This together with bdirty is used to do efficient redrawing of
|
|
* the screen.
|
|
*/
|
|
uint16 tdirty[80 + 1];
|
|
|
|
/**
|
|
* Array containing for each visible strip of this virtual screen the
|
|
* coordinate at which the dirty region of that strip end.
|
|
* 'b' stands for 'bottom' - the bottom coordinate of the dirty region.
|
|
* This together with tdirty is used to do efficient redrawing of
|
|
* the screen.
|
|
*/
|
|
uint16 bdirty[80 + 1];
|
|
|
|
/**
|
|
* Convenience method to set the whole tdirty and bdirty arrays to one
|
|
* specific value each. This is mostly used to mark every as dirty in
|
|
* a single step, like so:
|
|
* vs->setDirtyRange(0, vs->height);
|
|
* or to mark everything as clean, like so:
|
|
* vs->setDirtyRange(0, 0);
|
|
*/
|
|
void setDirtyRange(int top, int bottom) {
|
|
for (int i = 0; i < 80 + 1; i++) {
|
|
tdirty[i] = top;
|
|
bdirty[i] = bottom;
|
|
}
|
|
}
|
|
|
|
byte *getPixels(int x, int y) const {
|
|
return (byte *)pixels + xstart + y * pitch + x;
|
|
}
|
|
|
|
byte *getBackPixels(int x, int y) const {
|
|
return (byte *)backBuf + xstart + y * pitch + x;
|
|
}
|
|
};
|
|
|
|
/** Palette cycles */
|
|
struct ColorCycle {
|
|
uint16 delay;
|
|
uint16 counter;
|
|
uint16 flags;
|
|
byte start;
|
|
byte end;
|
|
};
|
|
|
|
/** BlastObjects to draw */
|
|
struct BlastObject {
|
|
uint16 number;
|
|
Common::Rect rect;
|
|
uint16 scaleX, scaleY;
|
|
uint16 image;
|
|
uint16 mode;
|
|
};
|
|
|
|
/** Bomp graphics data, used as parameter to ScummEngine::drawBomp. */
|
|
struct BompDrawData {
|
|
Graphics::Surface dst;
|
|
|
|
int x, y;
|
|
byte scale_x, scale_y;
|
|
const byte *dataptr;
|
|
int srcwidth, srcheight;
|
|
uint16 shadowMode;
|
|
|
|
byte *maskPtr;
|
|
|
|
BompDrawData() { memset(this, 0, sizeof(*this)); }
|
|
};
|
|
|
|
struct StripTable;
|
|
|
|
#define CHARSET_MASK_TRANSPARENCY 253
|
|
|
|
class Gdi {
|
|
ScummEngine *_vm;
|
|
|
|
public:
|
|
byte _transparentColor;
|
|
int _numZBuffer;
|
|
int _imgBufOffs[8];
|
|
int32 _numStrips;
|
|
|
|
Gdi(ScummEngine *vm);
|
|
~Gdi();
|
|
|
|
protected:
|
|
byte *_roomPalette;
|
|
byte _decomp_shr, _decomp_mask;
|
|
uint32 _vertStripNextInc;
|
|
|
|
bool _zbufferDisabled;
|
|
|
|
/** Flag which is true when an object is being rendered, false otherwise. */
|
|
bool _objectMode;
|
|
|
|
/** Render settings which are specific to the C64 graphic decoders. */
|
|
struct {
|
|
byte colors[4];
|
|
byte charMap[2048], objectMap[2048], picMap[4096], colorMap[4096];
|
|
byte maskMap[4096], maskChar[4096];
|
|
} _C64;
|
|
|
|
struct {
|
|
byte nametable[16][64], nametableObj[16][64];
|
|
byte attributes[64], attributesObj[64];
|
|
byte masktable[16][8], masktableObj[16][8];
|
|
int objX;
|
|
bool hasmask;
|
|
} _NES;
|
|
|
|
/** For V2 games, we cache offsets into the room graphics, to speed up things. */
|
|
StripTable *_roomStrips;
|
|
|
|
/* Bitmap decompressors */
|
|
bool decompressBitmap(byte *dst, int dstPitch, const byte *src, int numLinesToProcess);
|
|
|
|
void drawStripEGA(byte *dst, int dstPitch, const byte *src, int height) const;
|
|
void drawStripC64Object(byte *dst, int dstPitch, int stripnr, int width, int height);
|
|
void drawStripC64Background(byte *dst, int dstPitch, int stripnr, int height);
|
|
void drawStripNES(byte *dst, byte *mask, int dstPitch, int stripnr, int top, int height);
|
|
|
|
void drawStripComplex(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
|
|
void drawStripBasicH(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
|
|
void drawStripBasicV(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
|
|
|
|
void unkDecode7(byte *dst, int dstPitch, const byte *src, int height) const;
|
|
void unkDecode8(byte *dst, int dstPitch, const byte *src, int height) const;
|
|
void unkDecode9(byte *dst, int dstPitch, const byte *src, int height) const;
|
|
void unkDecode10(byte *dst, int dstPitch, const byte *src, int height) const;
|
|
void unkDecode11(byte *dst, int dstPitch, const byte *src, int height) const;
|
|
void drawStrip3DO(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
|
|
|
|
void drawStripHE(byte *dst, int dstPitch, const byte *src, int width, int height, const bool transpCheck) const;
|
|
|
|
/* Mask decompressors */
|
|
void drawStripC64Mask(byte *dst, int stripnr, int width, int height) const;
|
|
void drawStripNESMask(byte *dst, int stripnr, int height) const;
|
|
void decompressMaskImgOr(byte *dst, const byte *src, int height) const;
|
|
void decompressMaskImg(byte *dst, const byte *src, int height) const;
|
|
|
|
/* Misc */
|
|
void decodeC64Gfx(const byte *src, byte *dst, int size) const;
|
|
|
|
int getZPlanes(const byte *smap_ptr, const byte *zplane_list[9], bool bmapImage) const;
|
|
|
|
StripTable *generateStripTable(const byte *src, int width, int height, StripTable *table) const;
|
|
void drawBitmapV2Helper(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
|
|
int stripnr, int numstrip);
|
|
|
|
public:
|
|
void init();
|
|
void roomChanged(byte *roomptr, uint32 IM00_offs);
|
|
|
|
void drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
|
|
int stripnr, int numstrip, byte flag);
|
|
|
|
void decodeNESGfx(const byte *room);
|
|
void decodeNESObject(const byte *ptr, int xpos, int ypos, int width, int height);
|
|
|
|
void drawBMAPBg(const byte *ptr, VirtScreen *vs);
|
|
void drawBMAPObject(const byte *ptr, VirtScreen *vs, int obj, int x, int y, int w, int h);
|
|
|
|
void copyVirtScreenBuffers(Common::Rect rect, int dirtybit = 0);
|
|
|
|
byte *getMaskBuffer(int x, int y, int z);
|
|
void disableZBuffer() { _zbufferDisabled = true; }
|
|
void enableZBuffer() { _zbufferDisabled = false; }
|
|
|
|
void resetBackground(int top, int bottom, int strip);
|
|
|
|
enum DrawBitmapFlags {
|
|
dbAllowMaskOr = 1 << 0,
|
|
dbDrawMaskOnAll = 1 << 1,
|
|
dbObjectMode = 2 << 2
|
|
};
|
|
};
|
|
|
|
|
|
} // End of namespace Scumm
|
|
|
|
#endif
|