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/* ScummVM - Scumm Interpreter
 * Copyright (C) 2003-2004 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
 * 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: /cvsroot/scummvm/scummvm/sky/screen.h,v 1.19 2004/01/06 12:45:32 fingolfin Exp $


#include "stdafx.h"
#include "common/scummsys.h"
#include "sky/skydefs.h"

class OSystem;

namespace Sky {

class Disk;
class SkyEngine;
struct Compact;
struct dataFileHeader;

#define SCROLL_JUMP           16
#define VGA_COLOURS           256
#define GAME_COLOURS          240
#define SEQ_DELAY 3

#define FORE 1
#define BACK 0

typedef struct {
      uint16 yCood;
      Compact *compact;
      dataFileHeader *sprite;
} StSortList;

class Screen {
      Screen(OSystem *pSystem, Disk *pDisk);
      void setPalette(uint8 *pal);
      void setPaletteEndian(uint8 *pal);
      void setPalette(uint16 fileNum);
      void paletteFadeUp(uint8 *pal);
      void paletteFadeUp(uint16 fileNr);

      void showScreen(uint16 fileNum);
      void showScreen(uint8 *pScreen);
      void handleTimer(void);
      void startSequence(uint16 fileNum);
      void startSequenceItem(uint16 itemNum);
      void stopSequence(void);
      bool sequenceRunning(void) { return _seqInfo.running; };
      void waitForSequence(void);
      uint32 seqFramesLeft(void) { return _seqInfo.framesLeft; };
      uint8 *giveCurrent(void) { return _currentScreen; };
      void halvePalette(void);

      //- regular screen.asm routines
      void forceRefresh(void) { memset(_gameGrid, 0x80, GRID_X * GRID_Y); };
      void fnFadeUp(uint32 palNum, uint32 scroll);
      void fnFadeDown(uint32 scroll);
      void fnDrawScreen(uint32 palette, uint32 scroll);
      void clearScreen(void);

      void recreate(void);
      void flip(bool doUpdate = true);

      void spriteEngine(void);

      void paintBox(uint16 x, uint16 y);
      void showGrid(uint8 *gridBuf);

      OSystem *_system;
      Disk *_skyDisk;
      static uint8 _top16Colours[16*3];
      uint8 _palette[1024];
      uint32 _currentPalette;
      uint8 _seqGrid[20 * 12];

      bool volatile _gotTick;
      void waitForTimer(void);
      void processSequence(void);

      uint8 *_gameGrid;
      uint8 *_currentScreen;
      uint8 *_scrollScreen;
      struct {
            uint32 framesLeft;
            uint32 delay;
            uint8 *seqData;
            uint8 *seqDataPos;
            volatile bool running;
            bool runningItem; // when playing an item, don't free it afterwards.
      } _seqInfo;

      //- more regular screen.asm + layer.asm routines
      void convertPalette(uint8 *inPal, uint8* outPal);
      void palette_fadedown_helper(uint32 *pal, uint num);
      //- sprite.asm routines
      // fixme: get rid of these globals
      uint32 _sprWidth, _sprHeight, _sprX, _sprY, _maskX1, _maskX2;
      void doSprites(uint8 layer);
      void sortSprites(void);
      void drawSprite(uint8 *spriteData, Compact *sprCompact);
      void verticalMask(void);
      void vertMaskSub(uint16 *grid, uint32 gridOfs, uint8 *screenPtr, uint32 layerId);
      void vectorToGame(uint8 gridVal);

} // End of namespace Sky

#endif //SKYSCREEN_H

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