mirror of
https://github.com/libretro/scummvm.git
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fdce2ea425
svn-id: r36219
245 lines
7.5 KiB
C++
245 lines
7.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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* Palette Fader and Flasher processes.
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*/
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#include "tinsel/actors.h"
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#include "tinsel/faders.h" // fader defs
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#include "tinsel/handle.h"
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#include "tinsel/palette.h" // Palette Manager defs
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#include "tinsel/pid.h" // list of all process IDs
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#include "tinsel/sched.h" // scheduler defs
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#include "tinsel/sysvar.h"
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#include "tinsel/tinsel.h"
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namespace Tinsel {
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/** structure used by the "FadeProcess" process */
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struct FADE {
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const long *pColourMultTable; // list of fixed point colour multipliers - terminated with negative entry
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PALQ *pPalQ; // palette queue entry to fade
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};
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// fixed point fade multiplier tables
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//const long fadeout[] = {0xf000, 0xd000, 0xb000, 0x9000, 0x7000, 0x5000, 0x3000, 0x1000, 0, -1};
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//const long fadein[] = {0, 0x1000, 0x3000, 0x5000, 0x7000, 0x9000, 0xb000, 0xd000, 0x10000L, -1};
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/**
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* Scale 'colour' by the fixed point colour multiplier 'colourMult'
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* @param colour Colour to scale
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* @param colourMult Fixed point multiplier
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*/
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static COLORREF ScaleColour(COLORREF colour, uint32 colourMult) {
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// apply multiplier to RGB components
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uint32 red = ((GetRValue(colour) * colourMult) << 8) >> 24;
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uint32 green = ((GetGValue(colour) * colourMult) << 8) >> 24;
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uint32 blue = ((GetBValue(colour) * colourMult) << 8) >> 24;
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// return new colour
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return RGB(red, green, blue);
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}
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/**
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* Applies the fixed point multiplier 'mult' to all colours in
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* 'pOrig' to produce 'pNew'. Each colour in the palette will be
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* multiplied by 'mult'.
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* @param pNew Pointer to new palette
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* @param pOrig Pointer to original palette
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* @param numColours Number of colours in the above palettes
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* @param mult Fixed point multiplier
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*/
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static void FadePalette(COLORREF *pNew, COLORREF *pOrig, int numColours, uint32 mult) {
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for (int i = 0; i < numColours; i++, pNew++, pOrig++) {
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if (!TinselV2)
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// apply multiplier to RGB components
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*pNew = ScaleColour(*pOrig, mult);
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else if (i == (TalkColour() - 1)) {
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*pNew = GetTalkColourRef();
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*pNew = ScaleColour(*pNew, mult);
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} else if (SysVar(SV_TAGCOLOUR) && i == (SysVar(SV_TAGCOLOUR) - 1)) {
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*pNew = GetTagColorRef();
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*pNew = ScaleColour(*pNew, mult);
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} else {
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*pNew = ScaleColour(*pOrig, mult);
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}
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}
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}
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/**
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* Process to fade one palette.
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* A pointer to a 'FADE' structure must be passed to this process when
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* it is created.
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*/
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static void FadeProcess(CORO_PARAM, const void *param) {
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// COROUTINE
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CORO_BEGIN_CONTEXT;
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COLORREF fadeRGB[MAX_COLOURS]; // local copy of palette
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const long *pColMult; // pointer to colour multiplier table
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PALETTE *pPalette; // pointer to palette
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CORO_END_CONTEXT(_ctx);
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// get the fade data structure - copied to process when it was created
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const FADE *pFade = (const FADE *)param;
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CORO_BEGIN_CODE(_ctx);
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if (TinselV2)
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// Note that this palette is being faded
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FadingPalette(pFade->pPalQ, true);
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// get pointer to palette - reduce pointer indirection a bit
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_ctx->pPalette = (PALETTE *)LockMem(pFade->pPalQ->hPal);
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for (_ctx->pColMult = pFade->pColourMultTable; *_ctx->pColMult >= 0; _ctx->pColMult++) {
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// go through all multipliers in table - until a negative entry
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// fade palette using next multiplier
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if (TinselV2)
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FadePalette(_ctx->fadeRGB, pFade->pPalQ->palRGB,
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pFade->pPalQ->numColours, (uint32) *_ctx->pColMult);
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else
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FadePalette(_ctx->fadeRGB, _ctx->pPalette->palRGB,
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FROM_LE_32(_ctx->pPalette->numColours), (uint32) *_ctx->pColMult);
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// send new palette to video DAC
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UpdateDACqueue(pFade->pPalQ->posInDAC, FROM_LE_32(_ctx->pPalette->numColours), _ctx->fadeRGB);
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// allow time for video DAC to be updated
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CORO_SLEEP(1);
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}
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if (TinselV2)
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// Note that this palette is being faded
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FadingPalette(pFade->pPalQ, false);
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CORO_END_CODE;
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}
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/**
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* Generic palette fader/unfader. Creates a 'FadeProcess' process
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* for each palette that is to fade.
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* @param multTable Fixed point colour multiplier table
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* @param noFadeTable List of palettes not to fade
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*/
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static void Fader(const long multTable[], SCNHANDLE noFadeTable[]) {
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PALQ *pPal; // palette manager iterator
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if (TinselV2) {
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// The is only ever one cuncurrent fade
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// But this could be a fade out and the fade in is still going!
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g_scheduler->killMatchingProcess(PID_FADER);
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NoFadingPalettes();
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}
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// create a process for each palette in the palette queue
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for (pPal = GetNextPalette(NULL); pPal != NULL; pPal = GetNextPalette(pPal)) {
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bool bFade = true;
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// assume we want to fade this palette
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// is palette in the list of palettes not to fade
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if (noFadeTable != NULL) {
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// there is a list of palettes not to fade
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for (int i = 0; noFadeTable[i] != 0; i++) {
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if (pPal->hPal == noFadeTable[i]) {
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// palette is in the list - dont fade it
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bFade = false;
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// leave loop prematurely
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break;
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}
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}
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}
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if (bFade) {
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FADE fade;
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// fill in FADE struct
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fade.pColourMultTable = multTable;
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fade.pPalQ = pPal;
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// create a fader process for this palette
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g_scheduler->createProcess(PID_FADER, FadeProcess, (void *)&fade, sizeof(FADE));
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}
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}
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}
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/**
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* Fades a list of palettes down to black.
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* 'noFadeTable' is a NULL terminated list of palettes not to fade.
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*/
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void FadeOutMedium(SCNHANDLE noFadeTable[]) {
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// Fixed point fade multiplier table
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static const long fadeout[] = {0xea00, 0xd000, 0xb600, 0x9c00,
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0x8200, 0x6800, 0x4e00, 0x3400, 0x1a00, 0, -1};
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// call generic fader
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Fader(fadeout, noFadeTable);
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}
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/**
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* Fades a list of palettes down to black.
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* @param noFadeTable A NULL terminated list of palettes not to fade.
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*/
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void FadeOutFast(SCNHANDLE noFadeTable[]) {
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// Fixed point fade multiplier table
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static const long fadeout[] = {0xd000, 0xa000, 0x7000, 0x4000, 0x1000, 0, -1};
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// call generic fader
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Fader(fadeout, noFadeTable);
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}
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/**
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* Fades a list of palettes from black to their current colours.
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* 'noFadeTable' is a NULL terminated list of palettes not to fade.
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*/
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void FadeInMedium(SCNHANDLE noFadeTable[]) {
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// Fade multiplier table
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static const long fadein[] = {0, 0x1a00, 0x3400, 0x4e00, 0x6800,
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0x8200, 0x9c00, 0xb600, 0xd000, 0xea00, 0x10000L, -1};
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// call generic fader
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Fader(fadein, noFadeTable);
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}
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/**
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* Fades a list of palettes from black to their current colours.
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* @param noFadeTable A NULL terminated list of palettes not to fade.
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*/
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void FadeInFast(SCNHANDLE noFadeTable[]) {
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// Fade multiplier table
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static const long fadein[] = {0, 0x1000, 0x4000, 0x7000, 0xa000, 0xd000, 0x10000L, -1};
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// call generic fader
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Fader(fadein, noFadeTable);
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}
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void PokeInTagColour(void) {
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if (SysVar(SV_TAGCOLOUR)) {
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static COLORREF c = GetActorRGB(-1);
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UpdateDACqueue(SysVar(SV_TAGCOLOUR), 1, &c);
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}
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}
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} // end of namespace Tinsel
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