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+/* Copyright (C) 1994-1998 Revolution Software Ltd.
+ * 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.
+ *
+ * $URL$
+ * $Id$
+ */
+
+#ifndef _BUILD_DISPLAY
+#define _BUILD_DISPLAY
+
+#include "common/rect.h"
+#include "common/stream.h"
+
+#define MAX_bgp0_sprites 6
+#define MAX_bgp1_sprites 6
+#define MAX_back_sprites 30
+#define MAX_sort_sprites 30
+#define MAX_fore_sprites 30
+#define MAX_fgp0_sprites 6
+#define MAX_fgp1_sprites 6
+
+#define PALTABLESIZE (64 * 64 * 64)
+
+#define BLOCKWIDTH 64
+#define BLOCKHEIGHT 64
+#define MAXLAYERS 5
+
+#define MENUDEEP 40
+#define RENDERWIDE 640
+#define RENDERDEEP (480 - (MENUDEEP * 2))
+
+// Maximum scaled size of a sprite
+#define SCALE_MAXWIDTH 512
+#define SCALE_MAXHEIGHT 512
+
+// Dirty grid cell size
+#define CELLWIDE 10
+#define CELLDEEP 20
+
+namespace Sword2 {
+
+class Sword2Engine;
+
+// Sprite defines
+
+enum {
+ // This is the low byte part of the sprite type.
+
+ RDSPR_TRANS = 0x0001,
+ RDSPR_BLEND = 0x0004,
+ RDSPR_FLIP = 0x0008,
+ RDSPR_SHADOW = 0x0010,
+ RDSPR_DISPLAYALIGN = 0x0020,
+ RDSPR_NOCOMPRESSION = 0x0040,
+ RDSPR_EDGEBLEND = 0x0080, // Unused
+
+ // This is the high byte part of the sprite type, which defines what
+ // type of compression is used. Unless RDSPR_NOCOMPRESSION is set.
+
+ RDSPR_RLE16 = 0x0000,
+ RDSPR_RLE256 = 0x0100,
+ RDSPR_RLE256FAST = 0x0200
+};
+
+// Fading defines
+
+enum {
+ RDFADE_NONE,
+ RDFADE_UP,
+ RDFADE_DOWN,
+ RDFADE_BLACK
+};
+
+// Palette defines
+
+enum {
+ RDPAL_FADE,
+ RDPAL_INSTANT
+};
+
+// Blitting FX defines
+
+enum {
+ RDBLTFX_SPRITEBLEND = 0x01,
+ RDBLTFX_SHADOWBLEND = 0x02,
+ RDBLTFX_EDGEBLEND = 0x04
+};
+
+// Structure filled out by each object to register its graphic printing
+// requrements
+
+struct BuildUnit {
+ int16 x;
+ int16 y;
+ uint16 scaled_width;
+ uint16 scaled_height;
+ int16 sort_y;
+ uint32 anim_resource;
+ uint16 anim_pc;
+
+ // Denotes a scaling sprite at print time - and holds the scaling value
+ // for the shrink routine
+
+ uint16 scale;
+
+ // Non-zero means this item is a layer - retrieve from background layer
+ // and send to special renderer
+
+ uint16 layer_number;
+
+ // True means we want this frame to be affected by the shading mask
+
+ bool shadingFlag;
+};
+
+struct ScreenInfo {
+ uint16 scroll_offset_x; // Position x
+ uint16 scroll_offset_y; // Position y
+ uint16 max_scroll_offset_x; // Calc'ed in fnInitBackground
+ uint16 max_scroll_offset_y;
+ int16 player_feet_x; // Feet coordinates to use - cant just
+ int16 player_feet_y; // fetch the player compact anymore
+ int16 feet_x; // Special offset-to-player position -
+ int16 feet_y; // tweek as desired - always set in
+ // screen manager object startup
+ uint16 screen_wide; // Size of background layer - hence
+ uint16 screen_deep; // size of back buffer itself (Paul
+ // actually malloc's it)
+ uint32 background_layer_id; // Id of the normal background layer
+ // from the header of the main
+ // background layer
+ uint16 number_of_layers;
+ uint8 new_palette; // Set to non zero to start the
+ // palette held within layer file
+ // fading up after a build_display
+ uint8 scroll_flag; // Scroll mode 0 off 1 on
+ bool mask_flag; // Using shading mask
+};
+
+// The SpriteInfo structure is used to tell the driver96 code what attributes
+// are linked to a sprite for drawing. These include position, scaling and
+// compression.
+
+struct SpriteInfo {
+ int16 x; // coords for top-left of sprite
+ int16 y;
+ uint16 w; // dimensions of sprite (before scaling)
+ uint16 h;
+ uint16 scale; // scale at which to draw, given in 256ths ['0' or '256' MEANS DON'T SCALE]
+ uint16 scaledWidth; // new dimensions (we calc these for the mouse area, so may as well pass to you to save time)
+ uint16 scaledHeight; //
+ uint16 type; // mask containing 'RDSPR_' bits specifying compression type, flip, transparency, etc
+ uint16 blend; // holds the blending values.
+ byte *data; // pointer to the sprite data
+ byte *colourTable; // pointer to 16-byte colour table, only applicable to 16-col compression type
+};
+
+struct BlockSurface {
+ byte data[BLOCKWIDTH * BLOCKHEIGHT];
+ bool transparent;
+};
+
+struct Parallax {
+ uint16 w;
+ uint16 h;
+
+ // The dimensions are followed by an offset table, but we don't know in
+ // advance how big it is. See initializeBackgroundLayer().
+
+ static const int size() {
+ return 4;
+ }
+
+ void read(byte *addr) {
+ Common::MemoryReadStream readS(addr, size());
+
+ w = readS.readUint16LE();
+ h = readS.readUint16LE();
+ }
+
+ void write(byte *addr) {
+ Common::MemoryWriteStream writeS(addr, size());
+
+ writeS.writeUint16LE(w);
+ writeS.writeUint16LE(h);
+ }
+};
+
+class Screen {
+private:
+ Sword2Engine *_vm;
+
+ // _thisScreen describes the current back buffer and its in-game scroll
+ // positions, etc.
+
+ ScreenInfo _thisScreen;
+
+ int32 _renderCaps;
+ int8 _renderLevel;
+
+ byte *_buffer;
+ byte *_lightMask;
+
+ // Game screen metrics
+ int16 _screenWide;
+ int16 _screenDeep;
+
+ bool _needFullRedraw;
+
+ // Scroll variables. _scrollX and _scrollY hold the current scroll
+ // position, and _scrollXTarget and _scrollYTarget are the target
+ // position for the end of the game cycle.
+
+ int16 _scrollX;
+ int16 _scrollY;
+
+ int16 _scrollXTarget;
+ int16 _scrollYTarget;
+ int16 _scrollXOld;
+ int16 _scrollYOld;
+
+ int16 _parallaxScrollX; // current x offset to link a sprite to the
+ // parallax layer
+ int16 _parallaxScrollY; // current y offset to link a sprite to the
+ // parallax layer
+ int16 _locationWide;
+ int16 _locationDeep;
+
+ // Dirty grid handling
+ byte *_dirtyGrid;
+
+ uint16 _gridWide;
+ uint16 _gridDeep;
+
+ byte _palette[256 * 4];
+ byte _paletteMatch[PALTABLESIZE];
+
+ uint8 _fadeStatus;
+ int32 _fadeStartTime;
+ int32 _fadeTotalTime;
+
+ // 'frames per second' counting stuff
+ uint32 _fps;
+ uint32 _cycleTime;
+ uint32 _frameCount;
+
+ int32 _initialTime;
+ int32 _startTime;
+ int32 _totalTime;
+ int32 _renderAverageTime;
+ int32 _framesPerGameCycle;
+ bool _renderTooSlow;
+
+ void startNewPalette();
+
+ void resetRenderEngine();
+
+ void startRenderCycle();
+ bool endRenderCycle();
+
+ // Holds the order of the sort list, i.e. the list stays static and we
+ // sort this array.
+
+ uint16 _sortOrder[MAX_sort_sprites];
+
+ BuildUnit _bgp0List[MAX_bgp0_sprites];
+ BuildUnit _bgp1List[MAX_bgp1_sprites];
+ BuildUnit _backList[MAX_back_sprites];
+ BuildUnit _sortList[MAX_sort_sprites];
+ BuildUnit _foreList[MAX_fore_sprites];
+ BuildUnit _fgp0List[MAX_fgp0_sprites];
+ BuildUnit _fgp1List[MAX_fgp1_sprites];
+
+ uint32 _curBgp0;
+ uint32 _curBgp1;
+ uint32 _curBack;
+ uint32 _curSort;
+ uint32 _curFore;
+ uint32 _curFgp0;
+ uint32 _curFgp1;
+
+ void drawBackPar0Frames();
+ void drawBackPar1Frames();
+ void drawBackFrames();
+ void drawSortFrames(byte *file);
+ void drawForeFrames();
+ void drawForePar0Frames();
+ void drawForePar1Frames();
+
+ void processLayer(byte *file, uint32 layer_number);
+ void processImage(BuildUnit *build_unit);
+
+ uint8 _scrollFraction;
+
+ // Last palette used - so that we can restore the correct one after a
+ // pause (which dims the screen) and it's not always the main screen
+ // palette that we want, eg. during the eclipse
+
+ // This flag gets set in startNewPalette() and setFullPalette()
+
+ uint32 _lastPaletteRes;
+
+ // Debugging stuff
+ uint32 _largestLayerArea;
+ uint32 _largestSpriteArea;
+ char _largestLayerInfo[128];
+ char _largestSpriteInfo[128];
+
+ void registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega, BuildUnit *build_unit);
+
+ void mirrorSprite(byte *dst, byte *src, int16 w, int16 h);
+ int32 decompressRLE256(byte *dst, byte *src, int32 decompSize);
+ void unwindRaw16(byte *dst, byte *src, uint8 blockSize, byte *colTable);
+ int32 decompressRLE16(byte *dst, byte *src, int32 decompSize, byte *colTable);
+ void renderParallax(byte *ptr, int16 layer);
+
+ void markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1);
+
+ uint8 _xBlocks[MAXLAYERS];
+ uint8 _yBlocks[MAXLAYERS];
+
+ // An array of sub-blocks, one for each of the parallax layers.
+
+ BlockSurface **_blockSurfaces[MAXLAYERS];
+
+ uint16 _xScale[SCALE_MAXWIDTH];
+ uint16 _yScale[SCALE_MAXHEIGHT];
+
+ void blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect);
+
+ uint16 _layer;
+
+public:
+ Screen(Sword2Engine *vm, int16 width, int16 height);
+ ~Screen();
+
+ int8 getRenderLevel();
+ void setRenderLevel(int8 level);
+
+ byte *getScreen() { return _buffer; }
+ byte *getPalette() { return _palette; }
+ ScreenInfo *getScreenInfo() { return &_thisScreen; }
+
+ int16 getScreenWide() { return _screenWide; }
+ int16 getScreenDeep() { return _screenDeep; }
+
+ uint32 getCurBgp0() { return _curBgp0; }
+ uint32 getCurBgp1() { return _curBgp1; }
+ uint32 getCurBack() { return _curBack; }
+ uint32 getCurSort() { return _curSort; }
+ uint32 getCurFore() { return _curFore; }
+ uint32 getCurFgp0() { return _curFgp0; }
+ uint32 getCurFgp1() { return _curFgp1; }
+
+ uint32 getFps() { return _fps; }
+
+ uint32 getLargestLayerArea() { return _largestLayerArea; }
+ uint32 getLargestSpriteArea() { return _largestSpriteArea; }
+ char *getLargestLayerInfo() { return _largestLayerInfo; }
+ char *getLargestSpriteInfo() { return _largestSpriteInfo; }
+
+ void setNeedFullRedraw();
+
+ void clearScene();
+
+ void resetRenderLists();
+
+ void setLocationMetrics(uint16 w, uint16 h);
+ int32 initialiseBackgroundLayer(byte *parallax);
+ void closeBackgroundLayer();
+
+ void initialiseRenderCycle();
+
+ void initBackground(int32 res, int32 new_palette);
+ void registerFrame(byte *ob_mouse, byte *ob_graph, byte *ob_mega);
+
+ void setScrollFraction(uint8 f) { _scrollFraction = f; }
+ void setScrollTarget(int16 x, int16 y);
+ void setScrolling();
+
+ void setFullPalette(int32 palRes);
+ void setPalette(int16 startEntry, int16 noEntries, byte *palette, uint8 setNow);
+ uint8 quickMatch(uint8 r, uint8 g, uint8 b);
+ int32 fadeUp(float time = 0.75);
+ int32 fadeDown(float time = 0.75);
+ uint8 getFadeStatus();
+ void dimPalette();
+ void waitForFade();
+ void fadeServer();
+
+ void updateDisplay(bool redrawScene = true);
+
+ void displayMsg(byte *text, int time);
+
+ int32 createSurface(SpriteInfo *s, byte **surface);
+ void drawSurface(SpriteInfo *s, byte *surface, Common::Rect *clipRect = NULL);
+ void deleteSurface(byte *surface);
+ int32 drawSprite(SpriteInfo *s);
+
+ void scaleImageFast(byte *dst, uint16 dstPitch, uint16 dstWidth,
+ uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
+ uint16 srcHeight);
+ void scaleImageGood(byte *dst, uint16 dstPitch, uint16 dstWidth,
+ uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth,
+ uint16 srcHeight, byte *backbuf);
+
+ void updateRect(Common::Rect *r);
+
+ int32 openLightMask(SpriteInfo *s);
+ int32 closeLightMask();
+
+ void buildDisplay();
+
+ void plotPoint(int x, int y, uint8 colour);
+ void drawLine(int x0, int y0, int x1, int y1, uint8 colour);
+
+#ifdef BACKEND_8BIT
+ void plotYUV(byte *lut, int width, int height, byte *const *dat);
+#endif
+
+ void rollCredits();
+ void splashScreen();
+};
+
+} // End of namespace Sword2
+
+#endif