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gfx.h

/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-0-0rc1/engines/cine/gfx.h $
 * $Id: gfx.h 41453 2009-06-11 18:32:35Z buddha_ $
 *
 */

#ifndef CINE_GFX_H
#define CINE_GFX_H

#include "common/noncopyable.h"
#include "cine/object.h"

namespace Cine {

extern byte *collisionPage;
static const int kCollisionPageBgIdxAlias = 8;

/*! \brief Background with palette
 */
00039 struct palBg {
00040       byte *bg; ///< Background data
00041       Cine::Palette pal; ///< Background color palette
00042       char name[15]; ///< Background filename

      /** @brief Default constructor. */
00045       palBg() : bg(NULL), pal(), name() {
            // Make sure the name is empty (Maybe this is not needed?)
            memset(this->name, 0, sizeof(this->name));
      }

      /** @brief Clears the struct (Releases allocated memory etc). */
00051       void clear() {
            // In Operation Stealth the 9th background is sometimes aliased to
            // the collision page so we should take care not to double delete it
            // (The collision page is deleted elsewhere).
            if (this->bg != collisionPage) {
                  delete[] this->bg;
            }
            this->bg = NULL;
            this->pal.clear();
            memset(this->name, 0, sizeof(this->name));
      }
};

/*! \brief Future Wars renderer
 *
 * Screen backbuffer is not cleared between frames, you can draw menus etc.
 * without calling drawFrame() all the time
 */
00069 class FWRenderer : public Common::NonCopyable {
protected:
private:
00072       byte *_background; ///< Current background
00073       char _bgName[13]; ///< Background filename

00075       Common::String _cmd; ///< Player command string

protected:
00078       static const int _screenSize = 320 * 200; ///< Screen size
00079       static const int _screenWidth = 320; ///< Screen width
00080       static const int _screenHeight = 200; ///< Screen height

00082       byte *_backBuffer; ///< Screen backbuffer
00083       Cine::Palette _backupPal; ///< The backup color palette
00084       Cine::Palette _activePal; ///< The active color palette
00085       int _changePal; ///< Load active palette to video backend on next frame
00086       bool _showCollisionPage; ///< Should we show the collision page instead of the back buffer? Used for debugging.

      void fillSprite(const objectStruct &obj, uint8 color = 0);
      void drawMaskedSprite(const objectStruct &obj, const byte *mask);
      virtual void drawSprite(const objectStruct &obj);

      void drawCommand();
      void drawMessage(const char *str, int x, int y, int width, int color);
      void drawPlainBox(int x, int y, int width, int height, byte color);
      void drawBorder(int x, int y, int width, int height, byte color);
      void drawDoubleBorder(int x, int y, int width, int height, byte color);
      virtual int drawChar(char character, int x, int y);
      void drawLine(int x, int y, int width, int height, byte color);
      void remaskSprite(byte *mask, Common::List<overlay>::iterator it);
      virtual void drawBackground();

      virtual void renderOverlay(const Common::List<overlay>::iterator &it);
      void drawOverlays();

public:
00106       uint16 _messageBg; ///< Message box background color
00107       uint16 _cmdY; ///< Player command string position on screen

      FWRenderer();
      virtual ~FWRenderer();

      /*! \brief Test if renderer is ready to draw */
00113       virtual bool ready() { return _background != NULL; }

      virtual void clear();

      void drawFrame();
      void blit();
      void setCommand(Common::String cmd);

      virtual void incrustMask(const objectStruct &obj, uint8 color = 0);
      virtual void incrustSprite(const objectStruct &obj);

      virtual void loadBg16(const byte *bg, const char *name, unsigned int idx = 0);
      virtual void loadCt16(const byte *ct, const char *name);
      virtual void loadBg256(const byte *bg, const char *name, unsigned int idx = 0);
      virtual void loadCt256(const byte *ct, const char *name);
      virtual void selectBg(unsigned int idx);
      virtual void selectScrollBg(unsigned int idx);
      virtual void setScroll(unsigned int shift);
      virtual uint getScroll() const;
      virtual void removeBg(unsigned int idx);
      virtual void saveBgNames(Common::OutSaveFile &fHandle);
      virtual const char *getBgName(uint idx = 0) const;

      virtual void refreshPalette();
      virtual void reloadPalette();
      virtual void restorePalette(Common::SeekableReadStream &fHandle);
      virtual void savePalette(Common::OutSaveFile &fHandle);
      virtual void rotatePalette(int a, int b, int c);
      virtual void transformPalette(int first, int last, int r, int g, int b);

      void drawMenu(const CommandeType *items, unsigned int height, int x, int y, int width, int selected);
      void drawInputBox(const char *info, const char *input, int cursor, int x, int y, int width);

      virtual void fadeToBlack();
      void showCollisionPage(bool state);
};

/*! \brief Operation Stealth renderer
 */
00152 class OSRenderer : public FWRenderer {
private:
00154       Common::Array<palBg> _bgTable; ///< Table of backgrounds loaded into renderer (Maximum is 9)
00155       unsigned int _currentBg; ///< Current background
00156       unsigned int _scrollBg; ///< Current scroll background
00157       unsigned int _bgShift; ///< Background shift

protected:

      void drawSprite(const objectStruct &obj);
      int drawChar(char character, int x, int y);
      void drawBackground();
      void renderOverlay(const Common::List<overlay>::iterator &it);

public:
      OSRenderer();
      ~OSRenderer();

      /*! \brief Test if renderer is ready to draw */
00171       bool ready() { return _bgTable[_currentBg].bg != NULL; }

      void clear();

      void incrustMask(const objectStruct &obj, uint8 color = 0);
      void incrustSprite(const objectStruct &obj);

      void loadBg16(const byte *bg, const char *name, unsigned int idx = 0);
      void loadCt16(const byte *ct, const char *name);
      void loadBg256(const byte *bg, const char *name, unsigned int idx = 0);
      void loadCt256(const byte *ct, const char *name);
      void selectBg(unsigned int idx);
      void selectScrollBg(unsigned int idx);
      void setScroll(unsigned int shift);
      uint getScroll() const;
      void removeBg(unsigned int idx);
      void saveBgNames(Common::OutSaveFile &fHandle);
      const char *getBgName(uint idx = 0) const;

      void reloadPalette();
      void restorePalette(Common::SeekableReadStream &fHandle);
      void savePalette(Common::OutSaveFile &fHandle);
      void transformPalette(int first, int last, int r, int g, int b);

};

void gfxDrawSprite(byte *src4, uint16 sw, uint16 sh, byte *dst4, int16 sx, int16 sy);

extern FWRenderer *renderer;

void setMouseCursor(int cursor);
void gfxCopyPage(byte *source, byte *dest);

void transformPaletteRange(byte startColor, byte numColor, int8 r, int8 g, int8 b);
void gfxFlipPage(void);

void gfxDrawMaskedSprite(const byte *ptr, const byte *msk, uint16 width, uint16 height, byte *page, int16 x, int16 y);
void gfxFillSprite(const byte *src4, uint16 sw, uint16 sh, byte *dst4, int16 sx, int16 sy, uint8 fillColor = 0);

void gfxUpdateSpriteMask(byte *destMask, int16 x, int16 y, int16 width, int16 height, const byte *maskPtr, int16 xm, int16 ym, int16 maskWidth, int16 maskHeight);

void gfxDrawLine(int16 x1, int16 y1, int16 x2, int16 y2, byte color, byte *page);
void gfxDrawPlainBox(int16 x1, int16 y1, int16 x2, int16 y2, byte color);

void gfxResetPage(byte *pagePtr);

int16 gfxGetBit(int16 x, int16 y, const byte *ptr, int16 width);
byte gfxGetColor(int16 x, int16 y, const byte *ptr, int16 width);

void gfxResetRawPage(byte *pageRaw);
void gfxConvertSpriteToRaw(byte *dst, const byte *src, uint16 w, uint16 h);
void gfxCopyRawPage(byte *source, byte * dest);
void gfxFlipRawPage(byte *frontBuffer);
void drawSpriteRaw(const byte *spritePtr, const byte *maskPtr, int16 width, int16 height, byte *page, int16 x, int16 y);
void gfxDrawPlainBoxRaw(int16 x1, int16 y1, int16 x2, int16 y2, byte color, byte *page);
void drawSpriteRaw2(const byte *spritePtr, byte transColor, int16 width, int16 height, byte *page, int16 x, int16 y);
void maskBgOverlay(const byte *spritePtr, const byte *maskPtr, int16 width, int16 height, byte *page, int16 x, int16 y);

void fadeFromBlack(void);
void fadeToBlack(void);

// wtf?!
//void gfxDrawMaskedSprite(byte *param1, byte *param2, byte *param3, byte *param4, int16 param5);
void gfxWaitVBL(void);
void gfxRedrawMouseCursor(void);

void blitScreen(byte *frontBuffer, byte *backbuffer);
void blitRawScreen(byte *frontBuffer);
void flip(void);

} // End of namespace Cine

#endif

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