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-rw-r--r--queen/display.h50
1 files changed, 25 insertions, 25 deletions
diff --git a/queen/display.h b/queen/display.h
index c7740a8bf7..ec967dfb40 100644
--- a/queen/display.h
+++ b/queen/display.h
@@ -40,55 +40,55 @@ public:
//! 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);
//! convert palette from RGB to RGBA (used before uploading to the backend)
void palConvert(uint8 *outPal, const uint8 *inPal, int start, int end);
-
+
//! 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;
@@ -120,13 +120,13 @@ public:
//! 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);
@@ -135,29 +135,29 @@ public:
//! 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; }
-
+
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();
@@ -221,7 +221,7 @@ private:
//! texts list
TextSlot _texts[GAME_SCREEN_HEIGHT];
-
+
//! current text color to use for display
uint8 _curTextColor;