mirror of
https://github.com/libretro/scummvm.git
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a6b57dc3a9
- change some constants from double to float, to avoid "loss of precision due to implicit conversion" warnings - removed duplicate prototypes for some funcs - fixed some "increases required alignment of target type" warnings svn-id: r42009
482 lines
13 KiB
C++
482 lines
13 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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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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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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*
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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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*
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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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#ifndef SWORD2_SCREEN_H
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#define SWORD2_SCREEN_H
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#include "common/rect.h"
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#include "common/stream.h"
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#define MAX_bgp0_sprites 6
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#define MAX_bgp1_sprites 6
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#define MAX_back_sprites 30
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#define MAX_sort_sprites 30
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#define MAX_fore_sprites 30
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#define MAX_fgp0_sprites 6
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#define MAX_fgp1_sprites 6
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#define PALTABLESIZE (64 * 64 * 64)
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#define BLOCKWIDTH 64
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#define BLOCKHEIGHT 64
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#define MAXLAYERS 5
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#define MENUDEEP 40
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#define RENDERWIDE 640
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#define RENDERDEEP (480 - (MENUDEEP * 2))
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// Maximum scaled size of a sprite
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#define SCALE_MAXWIDTH 512
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#define SCALE_MAXHEIGHT 512
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// Dirty grid cell size
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#define CELLWIDE 10
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#define CELLDEEP 20
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namespace Sword2 {
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class Sword2Engine;
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// Sprite defines
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enum {
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// This is the low byte part of the sprite type.
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RDSPR_TRANS = 0x0001,
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RDSPR_BLEND = 0x0004,
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RDSPR_FLIP = 0x0008,
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RDSPR_SHADOW = 0x0010,
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RDSPR_DISPLAYALIGN = 0x0020,
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RDSPR_NOCOMPRESSION = 0x0040,
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RDSPR_EDGEBLEND = 0x0080, // Unused
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// This is the high byte part of the sprite type, which defines what
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// type of compression is used. Unless RDSPR_NOCOMPRESSION is set.
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RDSPR_RLE16 = 0x0000,
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RDSPR_RLE256 = 0x0100,
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RDSPR_RLE256FAST = 0x0200
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};
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// Fading defines
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enum {
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RDFADE_NONE,
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RDFADE_UP,
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RDFADE_DOWN,
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RDFADE_BLACK
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};
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// Palette defines
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enum {
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RDPAL_FADE,
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RDPAL_INSTANT
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};
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// Blitting FX defines
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enum {
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RDBLTFX_SPRITEBLEND = 0x01,
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RDBLTFX_SHADOWBLEND = 0x02,
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RDBLTFX_EDGEBLEND = 0x04
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};
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// Structure filled out by each object to register its graphic printing
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// requrements
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struct BuildUnit {
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int16 x;
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int16 y;
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uint16 scaled_width;
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uint16 scaled_height;
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int16 sort_y;
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uint32 anim_resource;
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uint16 anim_pc;
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// Denotes a scaling sprite at print time - and holds the scaling value
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// for the shrink routine
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uint16 scale;
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// Non-zero means this item is a layer - retrieve from background layer
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// and send to special renderer
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uint16 layer_number;
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// True means we want this frame to be affected by the shading mask
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bool shadingFlag;
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};
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struct ScreenInfo {
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uint16 scroll_offset_x; // Position x
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uint16 scroll_offset_y; // Position y
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uint16 max_scroll_offset_x; // Calc'ed in fnInitBackground
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uint16 max_scroll_offset_y;
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int16 player_feet_x; // Feet coordinates to use - cant just
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int16 player_feet_y; // fetch the player compact anymore
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int16 feet_x; // Special offset-to-player position -
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int16 feet_y; // tweek as desired - always set in
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// screen manager object startup
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uint16 screen_wide; // Size of background layer - hence
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uint16 screen_deep; // size of back buffer itself (Paul
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// actually malloc's it)
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uint32 background_layer_id; // Id of the normal background layer
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// from the header of the main
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// background layer
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uint16 number_of_layers;
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uint8 new_palette; // Set to non zero to start the
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// palette held within layer file
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// fading up after a buildDisplay()
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uint8 scroll_flag; // Scroll mode 0 off 1 on
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bool mask_flag; // Using shading mask
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};
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// The SpriteInfo structure is used to tell the driver96 code what attributes
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// are linked to a sprite for drawing. These include position, scaling and
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// compression.
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struct SpriteInfo {
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int16 x; // coords for top-left of sprite
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int16 y;
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uint16 w; // dimensions of sprite (before scaling)
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uint16 h;
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uint16 scale; // scale at which to draw, given in 256ths ['0' or '256' MEANS DON'T SCALE]
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uint16 scaledWidth; // new dimensions (we calc these for the mouse area, so may as well pass to you to save time)
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uint16 scaledHeight; //
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uint16 type; // mask containing 'RDSPR_' bits specifying compression type, flip, transparency, etc
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uint16 blend; // holds the blending values.
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byte *data; // pointer to the sprite data
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byte *colourTable; // pointer to 16-byte colour table, only applicable to 16-col compression type
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bool isText; // It is a engine-generated sprite containing text
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};
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struct BlockSurface {
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byte data[BLOCKWIDTH * BLOCKHEIGHT];
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bool transparent;
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};
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struct Parallax {
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uint16 w;
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uint16 h;
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// The dimensions are followed by an offset table, but we don't know in
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// advance how big it is. See initializeBackgroundLayer().
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static int size() {
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return 4;
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}
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void read(byte *addr) {
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Common::MemoryReadStream readS(addr, size());
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w = readS.readUint16LE();
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h = readS.readUint16LE();
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}
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void write(byte *addr) {
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Common::MemoryWriteStream writeS(addr, size());
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writeS.writeUint16LE(w);
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writeS.writeUint16LE(h);
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}
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};
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class Screen {
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private:
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Sword2Engine *_vm;
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// _thisScreen describes the current back buffer and its in-game scroll
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// positions, etc.
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ScreenInfo _thisScreen;
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int32 _renderCaps;
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int8 _renderLevel;
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byte *_buffer;
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byte *_lightMask;
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// Game screen metrics
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int16 _screenWide;
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int16 _screenDeep;
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bool _needFullRedraw;
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// Scroll variables. _scrollX and _scrollY hold the current scroll
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// position, and _scrollXTarget and _scrollYTarget are the target
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// position for the end of the game cycle.
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int16 _scrollX;
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int16 _scrollY;
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int16 _scrollXTarget;
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int16 _scrollYTarget;
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int16 _scrollXOld;
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int16 _scrollYOld;
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int16 _parallaxScrollX; // current x offset to link a sprite to the
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// parallax layer
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int16 _parallaxScrollY; // current y offset to link a sprite to the
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// parallax layer
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int16 _locationWide;
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int16 _locationDeep;
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// Dirty grid handling
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byte *_dirtyGrid;
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uint16 _gridWide;
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uint16 _gridDeep;
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byte _palette[256 * 4];
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byte _paletteMatch[PALTABLESIZE];
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uint8 _fadeStatus;
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int32 _fadeStartTime;
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int32 _fadeTotalTime;
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// 'frames per second' counting stuff
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uint32 _fps;
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uint32 _cycleTime;
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uint32 _frameCount;
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int32 _initialTime;
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int32 _startTime;
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int32 _totalTime;
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int32 _renderAverageTime;
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int32 _framesPerGameCycle;
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bool _renderTooSlow;
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void startNewPalette();
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void resetRenderEngine();
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void startRenderCycle();
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bool endRenderCycle();
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// Holds the order of the sort list, i.e. the list stays static and we
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// sort this array.
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uint16 _sortOrder[MAX_sort_sprites];
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BuildUnit _bgp0List[MAX_bgp0_sprites];
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BuildUnit _bgp1List[MAX_bgp1_sprites];
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BuildUnit _backList[MAX_back_sprites];
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BuildUnit _sortList[MAX_sort_sprites];
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BuildUnit _foreList[MAX_fore_sprites];
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BuildUnit _fgp0List[MAX_fgp0_sprites];
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BuildUnit _fgp1List[MAX_fgp1_sprites];
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uint32 _curBgp0;
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uint32 _curBgp1;
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uint32 _curBack;
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uint32 _curSort;
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uint32 _curFore;
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uint32 _curFgp0;
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uint32 _curFgp1;
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void drawBackPar0Frames();
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void drawBackPar1Frames();
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void drawBackFrames();
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void drawSortFrames(byte *file);
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void drawForeFrames();
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void drawForePar0Frames();
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void drawForePar1Frames();
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void processLayer(byte *file, uint32 layer_number);
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void processImage(BuildUnit *build_unit);
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uint8 _scrollFraction;
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// Last palette used - so that we can restore the correct one after a
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// pause (which dims the screen) and it's not always the main screen
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// palette that we want, eg. during the eclipse
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// This flag gets set in startNewPalette() and setFullPalette()
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uint32 _lastPaletteRes;
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// Debugging stuff
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uint32 _largestLayerArea;
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uint32 _largestSpriteArea;
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char _largestLayerInfo[128];
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char _largestSpriteInfo[128];
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void registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega, BuildUnit *build_unit);
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void mirrorSprite(byte *dst, byte *src, int16 w, int16 h);
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int32 decompressRLE256(byte *dst, byte *src, int32 decompSize);
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void unwindRaw16(byte *dst, byte *src, uint16 blockSize, byte *colTable);
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int32 decompressRLE16(byte *dst, byte *src, int32 decompSize, byte *colTable);
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void renderParallax(byte *ptr, int16 layer);
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void markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1);
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uint8 _xBlocks[MAXLAYERS];
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uint8 _yBlocks[MAXLAYERS];
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// This is used to cache PSX backgrounds and parallaxes
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// data, as they are kept in a file unmanageable from
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// resource manager. These gets freed everytime an user
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// exits from a room.
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byte *_psxScrCache[3];
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bool _psxCacheEnabled[3];
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// An array of sub-blocks, one for each of the parallax layers.
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BlockSurface **_blockSurfaces[MAXLAYERS];
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uint16 _xScale[SCALE_MAXWIDTH];
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uint16 _yScale[SCALE_MAXHEIGHT];
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void blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect);
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uint16 _layer;
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bool _dimPalette;
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uint32 _pauseTicks;
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uint32 _pauseStartTick;
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uint32 getTick();
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public:
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Screen(Sword2Engine *vm, int16 width, int16 height);
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~Screen();
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void pauseScreen(bool pause);
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int8 getRenderLevel();
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void setRenderLevel(int8 level);
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byte *getScreen() { return _buffer; }
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byte *getPalette() { return _palette; }
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ScreenInfo *getScreenInfo() { return &_thisScreen; }
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int16 getScreenWide() { return _screenWide; }
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int16 getScreenDeep() { return _screenDeep; }
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uint32 getCurBgp0() { return _curBgp0; }
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uint32 getCurBgp1() { return _curBgp1; }
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uint32 getCurBack() { return _curBack; }
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uint32 getCurSort() { return _curSort; }
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uint32 getCurFore() { return _curFore; }
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uint32 getCurFgp0() { return _curFgp0; }
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uint32 getCurFgp1() { return _curFgp1; }
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uint32 getFps() { return _fps; }
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uint32 getLargestLayerArea() { return _largestLayerArea; }
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uint32 getLargestSpriteArea() { return _largestSpriteArea; }
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char *getLargestLayerInfo() { return _largestLayerInfo; }
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char *getLargestSpriteInfo() { return _largestSpriteInfo; }
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void setNeedFullRedraw();
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void clearScene();
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void resetRenderLists();
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void setLocationMetrics(uint16 w, uint16 h);
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int32 initialiseBackgroundLayer(byte *parallax);
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int32 initialisePsxParallaxLayer(byte *parallax); // These are used to initialize psx backgrounds and
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int32 initialisePsxBackgroundLayer(byte *parallax); // parallaxes, which are different from pc counterparts.
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void closeBackgroundLayer();
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void initialiseRenderCycle();
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void initBackground(int32 res, int32 new_palette);
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void initPsxBackground(int32 res, int32 new_palette);
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void registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega);
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void setScrollFraction(uint8 f) { _scrollFraction = f; }
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void setScrollTarget(int16 x, int16 y);
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void setScrolling();
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void setFullPalette(int32 palRes);
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void setPalette(int16 startEntry, int16 noEntries, byte *palette, uint8 setNow);
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void setSystemPalette(const byte *colors, uint start, uint num);
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uint8 quickMatch(uint8 r, uint8 g, uint8 b);
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int32 fadeUp(float time = 0.75f);
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int32 fadeDown(float time = 0.75f);
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uint8 getFadeStatus();
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void dimPalette(bool dim);
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void waitForFade();
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void fadeServer();
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void updateDisplay(bool redrawScene = true);
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void displayMsg(byte *text, int time);
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int32 createSurface(SpriteInfo *s, byte **surface);
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void drawSurface(SpriteInfo *s, byte *surface, Common::Rect *clipRect = NULL);
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void deleteSurface(byte *surface);
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int32 drawSprite(SpriteInfo *s);
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void scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth,
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uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
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uint16 srcHeight);
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void scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth,
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uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
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uint16 srcHeight, byte *backbuf);
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void updateRect(Common::Rect *r);
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int32 openLightMask(SpriteInfo *s);
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int32 closeLightMask();
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void buildDisplay();
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void plotPoint(int x, int y, uint8 colour);
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void drawLine(int x0, int y0, int x1, int y1, uint8 colour);
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void rollCredits();
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void splashScreen();
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// Some sprites are compressed in HIF format
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static uint32 decompressHIF(byte *src, byte *dst, uint32 *skipData = NULL);
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// This is used to resize psx sprites back to original resolution
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static void resizePsxSprite(byte *dst, byte *src, uint16 destW, uint16 destH);
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// Some sprites are divided into 254 pixel wide stripes, this recomposes them
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// and generates a "normal" sprite.
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static void recomposePsxSprite(SpriteInfo *s);
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static void recomposeCompPsxSprite(SpriteInfo *s);
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// These functions manage the PSX screen cache
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void setPsxScrCache(byte *psxScrCache, uint8 level);
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byte *getPsxScrCache(uint8 level);
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bool getPsxScrCacheStatus(uint8 level);
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void flushPsxScrCache();
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};
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} // End of namespace Sword2
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#endif
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