scummvm/sky/screen.h

94 lines
2.3 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 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 SKYSCREEN_H
#define SKYSCREEN_H
#include "stdafx.h"
#include <string.h>
#include "common/engine.h"
#include "common/scummsys.h"
#include "sky/disk.h"
#include "sky/skydefs.h"
#include "sky/sky.h"
#define SCROLL_JUMP 16
#define VGA_COLOURS 256
#define GAME_COLOURS 240
#define SEQ_DELAY 3
class SkyScreen {
public:
SkyScreen(OSystem *pSystem, SkyDisk *pDisk);
~SkyScreen(void);
void setPalette(uint8 *pal);
void setPalette(uint16 fileNum);
void fnFadeDown(uint8 action);
void paletteFadeUp(uint8 *pal);
void paletteFadeUp(uint16 fileNr);
void showScreen(uint16 fileNum);
void showScreen(uint8 *pScreen);
void handleTimer(void);
void startSequence(uint16 fileNum);
void stopSequence(void);
bool sequenceRunning(void);
uint32 seqFramesLeft(void) { return _seqInfo.framesLeft; };
uint8 *giveCurrent(void) { return _currentScreen; };
private:
OSystem *_system;
SkyDisk *_skyDisk;
static uint8 _top16Colours[16*3];
uint8 _palette[1024];
bool volatile _gotTick;
void waitForTimer(void);
struct {
uint32 framesLeft;
uint32 delay;
uint8 *seqData;
uint8 *seqDataPos;
bool running;
} _seqInfo;
void processSequence(void);
uint8 *_currentScreen;
//byte *_workScreen;
//byte *_backScreen;
//byte *_tempPal;
//byte *_workPalette;
//byte *_halfPalette;
//byte *_scrollAddr;
//byte *_lScreenBuf, *_lPaletteBuf;
byte *_gameGrid;
void convertPalette(uint8 *inPal, uint8* outPal);
void palette_fadedown_helper(uint32 *pal, uint num);
void palette_fadeup_helper(uint32 *realPal, uint32 *desiredPal, int num);
};
#endif //SKYSCREEN_H