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4117781522
blame me :) After testing I'll convert it to C. svn-id: r13014
307 lines
10 KiB
C++
307 lines
10 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2004 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef GFX_H
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#define GFX_H
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#include "common/rect.h"
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namespace Scumm {
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class ScummEngine;
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/** Camera modes */
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enum {
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kNormalCameraMode = 1,
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kFollowActorCameraMode = 2,
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kPanningCameraMode = 3
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};
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/** Camera state data */
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struct CameraData {
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Common::Point _cur;
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Common::Point _dest;
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Common::Point _accel;
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Common::Point _last;
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int _leftTrigger, _rightTrigger;
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byte _follows, _mode;
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bool _movingToActor;
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};
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/** Virtual screen identifiers */
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enum VirtScreenNumber {
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kMainVirtScreen = 0, // The 'stage'
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kTextVirtScreen = 1, // In V1-V3 games: the area where text is printed
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kVerbVirtScreen = 2, // The verb area
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kUnkVirtScreen = 3 // ?? Not sure what this one is good for...
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};
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/**
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* In all Scumm games, one to four virtual screen (or 'windows') together make
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* up the content of the actual screen. Thinking of virtual screens as fixed
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* size, fixed location windows might help understanding them. Typical, in all
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* scumm games there is either one single virtual screen covering the entire
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* real screen (mostly in all newer games, e.g. Sam & Max, and all V7+ games).
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* The classic setup consists of three virtual screens: one at the top of the
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* screen, where all conversation texts are printed; then the main one (which
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* I like calling 'the stage', since all the actors are doing their stuff
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* there), and finally the lower part of the real screen is taken up by the
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* verb area.
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* Finally, in V5 games and some V6 games, it's almost the same as in the
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* original games, except that there is no separate conversation area.
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*
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* If you now wonder what the last screen is/was good for: I am not 100% sure,
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* but it appears that it was used by the original engine to display stuff
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* like the pause message, or questions ("Do you really want to restart?").
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* It seems that it is not used at all by ScummVM, so we probably could just
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* get rid of it and save a couple kilobytes of RAM.
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*
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* Each of these virtual screens has a fixed number or id (see also
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* \ref VirtScreenNumber).
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*/
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struct VirtScreen {
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/**
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* The unique id of this screen (corresponds to its position in the
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* ScummEngine:virtscr array).
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*/
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VirtScreenNumber number;
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/**
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* Vertical position of the virtual screen. Tells how much the virtual
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* screen is shifted along the y axis relative to the real screen.
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* If you wonder why there is no horizontal position: there is none,
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* because all virtual screens are always exactly as wide as the
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* real screen. This might change in the future to allow smooth
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* horizontal scrolling in V7-V8 games.
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*/
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uint16 topline;
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/** Width of the virtual screen (currently always identical to _screenWidth). */
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uint16 width;
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/** Height of the virtual screen. */
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uint16 height;
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/**
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* Horizontal scroll offset, tells how far the screen is scrolled to the
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* right. Only used for the main screen. After all, verbs and the
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* conversation text box don't have to scroll.
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*/
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uint16 xstart;
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/**
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* Flag indicating which tells whether this screen has a back buffer or
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* not. This is yet another feature which is only used by the main screen.
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* Strictly spoken one could remove this variable and replace checks
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* on it with checks on backBuf. But since some code needs to temporarily
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* disable the backBuf (so it can abuse drawBitmap; see drawVerbBitmap()
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* and useIm01Cursor()), we keep it (at least for now).
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*/
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bool hasTwoBuffers;
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/**
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* Pointer to the screen's data buffer. This is where the content of
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* the screen is stored. Just as one would expect :-).
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*/
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byte *screenPtr;
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/**
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* Pointer to the screen's back buffer, if it has one (see also
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* the hasTwoBuffers member).
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* The backBuf is used by drawBitmap to store the background graphics of
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* the active room. This eases redrawing: whenever a portion of the screen
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* has to be redrawn, first a copy from the backBuf content to screenPtr is
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* performed. Then, any objects/actors in that area are redrawn atop that.
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*/
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byte *backBuf;
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/**
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* Array containing for each visible strip of this virtual screen the
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* coordinate at which the dirty region of that strip starts.
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* 't' stands for 'top' - the top coordinate of the dirty region.
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* This together with bdirty is used to do efficient redrawing of
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* the screen.
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*/
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uint16 tdirty[80];
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/**
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* Array containing for each visible strip of this virtual screen the
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* coordinate at which the dirty region of that strip end.
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* 'b' stands for 'bottom' - the bottom coordinate of the dirty region.
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* This together with tdirty is used to do efficient redrawing of
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* the screen.
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*/
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uint16 bdirty[80];
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/**
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* Convenience method to set the whole tdirty and bdirty arrays to one
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* specific value each. This is mostly used to mark every as dirty in
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* a single step, like so:
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* vs->setDirtyRange(0, vs->height);
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* or to mark everything as clean, like so:
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* vs->setDirtyRange(0, 0);
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*/
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void setDirtyRange(int top, int bottom) {
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for (int i = 0; i < 80; i++) {
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tdirty[i] = top;
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bdirty[i] = bottom;
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}
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}
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};
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/** Palette cycles */
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struct ColorCycle {
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uint16 delay;
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uint16 counter;
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uint16 flags;
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byte start;
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byte end;
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};
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/** BlastObjects to draw */
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struct BlastObject {
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uint16 number;
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Common::Rect rect;
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uint16 scaleX, scaleY;
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uint16 image;
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uint16 mode;
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};
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/** Bomp graphics data, used as parameter to ScummEngine::drawBomp. */
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struct BompDrawData {
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byte *out;
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int outwidth, outheight;
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int x, y;
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byte scale_x, scale_y;
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const byte *dataptr;
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int srcwidth, srcheight;
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uint16 shadowMode;
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int32 scaleRight, scaleBottom;
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byte *scalingXPtr, *scalingYPtr;
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byte *maskPtr;
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BompDrawData() { memset(this, 0, sizeof(*this)); }
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};
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struct StripTable;
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class Gdi {
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friend class ScummEngine; // Mostly for the code in saveload.cpp ...
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ScummEngine *_vm;
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public:
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int _numZBuffer;
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int _imgBufOffs[8];
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int32 _numStrips;
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byte _C64Colors[4];
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Gdi(ScummEngine *vm);
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protected:
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byte *_roomPalette;
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byte _decomp_shr, _decomp_mask;
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byte _transparentColor;
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uint32 _vertStripNextInc;
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bool _zbufferDisabled;
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byte _C64CharMap[2048], _C64ObjectMap[2048], _C64PicMap[4096], _C64ColorMap[4096];
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byte _C64MaskMap[4096], _C64MaskChar[4096];
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bool _C64ObjectMode;
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/* Bitmap decompressors */
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bool decompressBitmap(byte *bgbak_ptr, const byte *src, int numLinesToProcess);
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void decodeStripEGA(byte *dst, const byte *src, int height);
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void decodeC64Gfx(const byte *src, byte *dst, int size);
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void drawStripC64Object(byte *dst, int stripnr, int width, int height);
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void drawStripC64Background(byte *dst, int stripnr, int height);
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void drawStripC64Mask(byte *dst, int stripnr, int width, int height);
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void unkDecodeA(byte *dst, const byte *src, int height);
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void unkDecodeA_trans(byte *dst, const byte *src, int height);
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void unkDecodeB(byte *dst, const byte *src, int height);
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void unkDecodeB_trans(byte *dst, const byte *src, int height);
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void unkDecodeC(byte *dst, const byte *src, int height);
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void unkDecodeC_trans(byte *dst, const byte *src, int height);
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void unkDecode7(byte *dst, const byte *src, int height);
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void unkDecode8(byte *dst, const byte *src, int height);
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void unkDecode9(byte *dst, const byte *src, int height);
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void unkDecode10(byte *dst, const byte *src, int height);
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void unkDecode11(byte *dst, const byte *src, int height);
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void unkDecode12(byte *dst, const byte *src, int height);
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void unkDecode13(byte *dst, const byte *src, int height);
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void draw8ColWithMasking(byte *dst, const byte *src, int height, byte *mask);
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void draw8Col(byte *dst, const byte *src, int height);
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void clear8ColWithMasking(byte *dst, int height, byte *mask);
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void clear8Col(byte *dst, int height);
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void decompressMaskImgOr(byte *dst, const byte *src, int height);
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void decompressMaskImg(byte *dst, const byte *src, int height);
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void drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b);
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void updateDirtyScreen(VirtScreen *vs);
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byte *getMaskBuffer(int x, int y, int z = 0);
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public:
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void drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
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int stripnr, int numstrip, byte flag, StripTable *table = 0);
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StripTable *generateStripTable(const byte *src, int width, int height, StripTable *table);
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void disableZBuffer() { _zbufferDisabled = true; }
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void enableZBuffer() { _zbufferDisabled = false; }
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void resetBackground(int top, int bottom, int strip);
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enum DrawBitmapFlags {
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dbAllowMaskOr = 1,
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dbDrawMaskOnAll = 2,
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dbClear = 4
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};
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};
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// If you want to try buggy hacked smooth scrolling support in The Dig, enable
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// the following preprocessor flag by uncommenting it.
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//
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// Note: This is purely experimental, NOT WORKING COMPLETLY and very buggy.
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// Please do not make reports about problems with it - this is only in CVS
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// to get it fixed and so that really interested parties can experiment it.
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// It is NOT FIT FOR GENERAL USAGE! You have been warned.
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//
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// Doing this correctly will be complicated. Basically, with smooth scrolling,
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// the virtual screen strips don't match the display screen strips. Hence we
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// either have to draw partial strips (but that'd be rather cumbersome). Or the
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// alternative (and IMHO more elegant) solution is to simply use a screen pitch
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// that is 8 pixel wider than the real screen width, and always draw one strip
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// more than needed to the backbuf. This will still require quite some code to
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// be changed but should otherwise be relatively easy to understand, and using
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// VirtScreen::pitch will actually clean up the code.
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//
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// #define V7_SMOOTH_SCROLLING_HACK
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} // End of namespace Scumm
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#endif
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