/* 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. * */ /* * This code is based on the original source code of Lord Avalot d'Argent version 1.3. * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. */ #ifndef AVALANCHE_GRAPHICS_H #define AVALANCHE_GRAPHICS_H #include "avalanche/enums.h" #include "common/file.h" #include "common/rect.h" #include "graphics/surface.h" namespace Avalanche { class AvalancheEngine; class AnimationType; struct SpriteType; struct ChunkBlock; typedef byte FontType[256][16]; typedef byte ManiType[2049]; typedef byte SilType[51][11]; // 35, 4 struct MouseHotspotType { int16 _horizontal, _vertical; }; class GraphicManager { public: static const MouseHotspotType kMouseHotSpots[9]; Color _talkBackgroundColor, _talkFontColor; GraphicManager(AvalancheEngine *vm); ~GraphicManager(); void init(); void loadDigits(); void loadMouse(byte which); void drawRectangle(Common::Rect rect, Color color); void drawFilledRectangle(Common::Rect rect, Color color); void blackOutScreen(); void drawDot(int x, int y, Color color); void drawLine(int x1, int y1, int x2, int y2, int penX, int penY, Color color); Common::Point drawScreenArc(int16 x, int16 y, int16 stAngle, int16 endAngle, uint16 radius, Color color); void drawPieSlice(int16 x, int16 y, int16 stAngle, int16 endAngle, uint16 radius, Color color); void drawTriangle(Common::Point *p, Color color); void drawNormalText(const Common::String text, FontType font, byte fontHeight, int16 x, int16 y, Color color); void drawScrollText(const Common::String text, FontType font, byte fontHeight, int16 x, int16 y, Color color); void drawDigit(int index, int x, int y); void drawDirection(int index, int x, int y); void drawScrollShadow(int16 x1, int16 y1, int16 x2, int16 y2); void drawShadowBox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String text); void drawScroll(int mx, int lx, int my, int ly); void drawMenuBar(Color color); void drawSpeedBar(int speed); void drawBackgroundSprite(int16 x, int16 y, SpriteType &sprite); void drawMenuBlock(int x1, int y1, int x2, int y2, Color color); void drawMenuItem(int x1, int y1, int x2, int y2); void wipeChar(int x, int y, Color color); void drawChar(byte ander, int x, int y, Color color); void drawDebugLines(); // For the mini-game "Nim". void nimLoad(); void nimDrawStone(int x, int y); void nimDrawInitials(); void nimDrawLogo(); void nimFree(); // Used in wobble() void shiftScreen(); // Used in winning() void drawWinningPic(); // Ghostroom's functions: void ghostDrawMonster(byte ***picture, uint16 destX, int16 destY, MonsterType type); Graphics::Surface ghostLoadPicture(Common::File &file, Common::Point &coord); void ghostDrawPicture(const Graphics::Surface &picture, uint16 destX, uint16 destY); void ghostDrawBackgroundItems(Common::File &file); // Help's function: void helpDrawButton(int y, byte which); void helpDrawHighlight(byte which, Color color); void helpDrawBigText(const Common::String text, int16 x, int16 y, Color color); // Shoot em' up's functions: void seuDrawTitle(); void seuLoad(); void seuFree(); void seuDrawPicture(int x, int y, byte which); void seuDrawCameo(int destX, int destY, byte w1, byte w2); uint16 seuGetPicWidth(int which); uint16 seuGetPicHeight(int which); // Main Menu's functions: // The main menu uses a different screen height (350) from the game itself (200 * 2) // so it needs it's own graphic functions on that matter. void menuRefreshScreen(); void menuInitialize(); void menuFree(); void menuRestoreScreen(); void menuLoadPictures(); void menuDrawBigText(FontType font, uint16 x, uint16 y, Common::String text, Color color); void menuDrawIndicator(int x); void clearAlso(); void clearTextBar(); void setAlsoLine(int x1, int y1, int x2, int y2, Color color); byte getAlsoColor(int x1, int y1, int x2, int y2); byte getScreenColor(Common::Point pos); // Further information about this: http://www.shikadi.net/moddingwiki/Raw_EGA_data Graphics::Surface loadPictureRaw(Common::File &file, uint16 width, uint16 height); void drawSprite(AnimationType *sprite, byte picnum, int16 x, int16 y); void drawThinkPic(Common::String filename, int id); void drawToolbar(); void drawCursor(byte pos); void drawReadyLight(Color color); void drawSoundLight(bool state); void drawErrorLight(bool state); void drawSign(Common::String name, int16 xl, int16 yl, int16 y); void drawIcon(int16 x, int16 y, byte which); void drawScreenLine(int16 x, int16 y, int16 x2, int16 y2, Color color); void prepareBubble(int xc, int xw, int my, Common::Point points[3]); void refreshScreen(); void loadBackground(Common::File &file); void refreshBackground(); void setBackgroundColor(Color newColor); void setDialogColor(Color bg, Color text); void zoomOut(int16 x, int16 y); void showScroll(); void getNaturalPicture(SpriteType &sprite); void saveScreen(); void restoreScreen(); void removeBackup(); private: static const int16 kMouseSize = 134; static const uint16 kBackgroundWidth = kScreenWidth; static const byte kEgaPaletteIndex[16]; static const byte kBackgroundHeight = 8 * 12080 / kScreenWidth; // With 640 width it's 151. // The 8 = number of bits in a byte, and 12080 comes from Lucerna::load(). static const uint16 kMenuScreenHeight = 350; Graphics::Surface _background; Graphics::Surface _backup; Graphics::Surface _digits[10]; // digitsize and rwlitesize are defined in loadDigits() !!! Graphics::Surface _directions[9]; // Maybe it will be needed to move them to the class itself instead. Graphics::Surface _magics; // Lucerna::draw_also_lines() draws the "magical" lines here. Further information: https://github.com/urukgit/avalot/wiki/Also Graphics::Surface _screen; // Only used in refreshScreen() to make it more optimized. (No recreation of it at every call of the function.) Graphics::Surface _scrolls; Graphics::Surface _surface; Graphics::Surface _menu; // For the mini-game "Nim". Graphics::Surface _nimStone; Graphics::Surface _nimInitials[3]; Graphics::Surface _nimLogo; // For the mini-game "Shoot em' up". Graphics::Surface _seuPictures[99]; byte _egaPalette[64][3]; AvalancheEngine *_vm; void skipDifference(int size, const Graphics::Surface &picture, Common::File &file); // Further information about these two: http://www.shikadi.net/moddingwiki/Raw_EGA_data Graphics::Surface loadPictureGraphic(Common::File &file); // Reads Graphic-planar EGA data. Graphics::Surface loadPictureSign(Common::File &file, uint16 width, uint16 height); // Reads a tricky type of picture used for the "game over"/"about" scrolls and in the mini-game Nim. void drawText(Graphics::Surface &surface, const Common::String text, FontType font, byte fontHeight, int16 x, int16 y, Color color); void drawBigText(Graphics::Surface &surface, const Common::String text, FontType font, byte fontHeight, int16 x, int16 y, Color color); void drawPicture(Graphics::Surface &target, const Graphics::Surface picture, uint16 destX, uint16 destY); // Taken from Free Pascal's Procedure InternalEllipseDefault. Used to replace Pascal's procedure arc. // Returns the end point of the arc. (Needed in Clock.) Common::Point drawArc(Graphics::Surface &surface, int16 x, int16 y, int16 stAngle, int16 endAngle, uint16 radius, Color color); }; } // End of namespace Avalanche #endif // AVALANCHE_GRAPHICS_H