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display.h

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-9-1/engines/queen/display.h $
 * $Id: display.h 23992 2006-09-26 06:09:29Z eriktorbjorn $
 *
 */

#ifndef QUEENDISPLAY_H
#define QUEENDISPLAY_H

#include "common/str.h"
#include "common/util.h"
#include "queen/defs.h"

class OSystem;
namespace Common {
      struct Rect;
}

namespace Queen {

class QueenEngine;

class Display {
public:

      Display(QueenEngine *vm, OSystem *system);
      ~Display();

      //! initialise dynalum for the specified room
      void dynalumInit(const char *roomName, uint16 roomNum);

      //! update dynalum for the current room
      void dynalumUpdate(int16 x, int16 y);

      //! update the palette
      void palSet(const uint8 *pal, int start, int end, bool updateScreen = false);

      //! setup palette for Joe's dress
      void palSetJoeDress();

      //! setup palette for Joe's normal clothes
      void palSetJoeNormal();

      //! setup palette for panel and inventory objects
      void palSetPanel();

      //! fade the current palette in
      void palFadeIn(uint16 roomNum, bool dynalum = false, int16 dynaX = 0, int16 dynaY = 0);

      //! fade the current palette out
      void palFadeOut(uint16 roomNum);

      //! grey the panel area (used when panel is disabled)
      void palGreyPanel();

      //! scroll some palette colors
      void palScroll(int start, int end);

      //! custom palette effect for the specified room
      void palCustomColors(uint16 roomNum);

      //! custom palette scroll for the specified room
      void palCustomScroll(uint16 roomNum);

      //! process a 'palette flash' effect
      void palCustomFlash();

      void palCustomLightsOff(uint16 roomNum);
      void palCustomLightsOn(uint16 roomNum);

      //! mark all palette entries as dirty
      void palSetAllDirty() { _pal.dirtyMin = 0; _pal.dirtyMax = 255; }

      //! returns the number of colors used by the room
      int getNumColorsForRoom(uint16 room) const;

      //! returns true if we shouldn't fade the palette in the specified room
      bool isPalFadingDisabled(uint16 room) const;

      //! change fullscreen/panel mode
      void screenMode(int comPanel, bool inCutaway);

      void prepareUpdate();
      void update(bool dynalum = false, int16 dynaX = 0, int16 dynaY = 0);

      void setupPanel();
      void setupNewRoom(const char *name, uint16 room);

      void drawBobSprite(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h, uint16 pitch, bool xflip);
      void drawBobPasteDown(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h);
      void drawInventoryItem(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h);

      void blit(uint8 *dstBuf, uint16 dstPitch, uint16 x, uint16 y, const uint8 *srcBuf, uint16 srcPitch, uint16 w, uint16 h, bool xflip, bool masked);
      void fill(uint8 *dstBuf, uint16 dstPitch, uint16 x, uint16 y, uint16 w, uint16 h, uint8 color);

      //! decode a PCX stream
      void readPCX(uint8 *dst, uint16 dstPitch, const uint8 *src, uint16 w, uint16 h);

      void horizontalScrollUpdate(int16 xCamera);
      void horizontalScroll(int16 scroll);
      int16 horizontalScroll() const { return _horizontalScroll; }

      void fullscreen(bool fs) { _fullRefresh = 2; _fullscreen = fs; }
      bool fullscreen() const { return _fullscreen; }

      //! mark the specified block as dirty
      void setDirtyBlock(uint16 x, uint16 y, uint16 w, uint16 h);

      //! force a full refresh (bypassing the dirtyblocks rendering), on next screen update
      void forceFullRefresh() { _fullRefresh = 2; }

      //! change mouse cursor bitmap
      void setMouseCursor(uint8 *buf, uint16 w, uint16 h);

      //! show/hide mouse cursor
      void showMouseCursor(bool show);

      //! initialise font, compute justification sizes
      void initFont();

      //! add the specified text to the texts list
      void setText(uint16 x, uint16 y, const char *text, bool outlined = true);

      //! add the specified text to the texts list
      void setTextCentered(uint16 y, const char *text, bool outlined = true);

      //! draw the text lists
      void drawTexts();

      //! remove entries from the texts list
      void clearTexts(uint16 y1, uint16 y2);

      //! change the current text color
      void textCurrentColor(uint8 color) { _curTextColor = color; }

      //! change the text color for the specified texts list entry
      void textColor(uint16 y, uint8 color) { _texts[y].color = color; }

      //! Set the focus rectangle to the speaking character
      void setFocusRect(const Common::Rect& rect);

      int textCenterX(const char *text) const;
      uint16 textWidth(const char *text) const;
      uint16 textWidth(const char *text, uint16 len) const;
      void drawChar(uint16 x, uint16 y, uint8 color, const uint8 *chr);
      void drawText(uint16 x, uint16 y, uint8 color, const char *text, bool outlined = true);
      void drawBox(int16 x1, int16 y1, int16 x2, int16 y2, uint8 col);

      void shake(bool reset);

      void blankScreen();
      void blankScreenEffect1();
      void blankScreenEffect2();
      void blankScreenEffect3();

private:

      enum {
            FADE_SPEED = 16,
            D_BLOCK_W  =  8,
            D_BLOCK_H  =  8
      };

      enum BufferDimension {
            BACKDROP_W = 640,
            BACKDROP_H = 200,
            SCREEN_W   = 320,
            SCREEN_H   = 200,
            PANEL_W    = 320,
            PANEL_H    =  50
      };

      struct {
            uint8 *room;
            uint8 *screen;
            uint8 *panel;
            int dirtyMin, dirtyMax;
            bool scrollable;
      } _pal;

      struct Dynalum {
            bool valid;
            uint8 *mskBuf;
            uint32 mskSize;
            int8 *lumBuf;
            uint32 lumSize;
            uint8 prevColMask;
      };

      struct TextSlot {
            uint16 x;
            uint8 color;
            Common::String text;
            bool outlined;
      };

      uint8 *_screenBuf;
      uint8 *_panelBuf;
      uint8 *_backdropBuf;

      uint8 _fullRefresh;
      uint8 *_dirtyBlocks;
      uint16 _dirtyBlocksWidth, _dirtyBlocksHeight;

      bool _fullscreen;

      uint16 _horizontalScroll;
      uint16 _bdWidth, _bdHeight;

      //! texts list
      TextSlot _texts[GAME_SCREEN_HEIGHT];

      //! current text color to use for display
      uint8 _curTextColor;

      //! font justification sizes
      uint8 _charWidth[256];

      Common::RandomSource _rnd;
      Dynalum _dynalum;
      OSystem *_system;
      QueenEngine *_vm;

      const uint8 *_font;
#ifndef PALMOS_68K
      static const uint8 _fontRegular[];
      static const uint8 _fontHebrew[];
      static const uint8 _fontRussian[];
      static const uint8 _palJoeClothes[];
      static const uint8 _palJoeDress[];
#endif
};


} // End of namespace Queen

#endif

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