/* 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. * * $URL$ * $Id$ * */ #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 */ struct palBg { byte *bg; ///< Background data Cine::Palette pal; ///< Background color palette char name[15]; ///< Background filename /** @brief Default constructor. */ 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). */ 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 */ class FWRenderer : public Common::NonCopyable { protected: private: byte *_background; ///< Current background char _bgName[13]; ///< Background filename Common::String _cmd; ///< Player command string protected: static const int _screenSize = 320 * 200; ///< Screen size static const int _screenWidth = 320; ///< Screen width static const int _screenHeight = 200; ///< Screen height byte *_backBuffer; ///< Screen backbuffer byte *_screenBackUp; ///< Screen backbuffer's backup for the transparent menu code in the Amiga version Cine::Palette _backupPal; ///< The backup color palette Cine::Palette _activePal; ///< The active color palette int _changePal; ///< Load active palette to video backend on next frame 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 drawTransparentBox(int x, int y, int width, int height); 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::iterator it); virtual void drawBackground(); virtual void renderOverlay(const Common::List::iterator &it); void drawOverlays(); public: uint16 _messageBg; ///< Message box background color uint16 _cmdY; ///< Player command string position on screen FWRenderer(); virtual ~FWRenderer(); virtual bool initialize(); /*! \brief Test if renderer is ready to draw */ 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 prepareMenu(); void discardMenu(); 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 */ class OSRenderer : public FWRenderer { private: Common::Array _bgTable; ///< Table of backgrounds loaded into renderer (Maximum is 9) unsigned int _currentBg; ///< Current background unsigned int _scrollBg; ///< Current scroll background 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::iterator &it); public: OSRenderer(); ~OSRenderer(); bool initialize(); /*! \brief Test if renderer is ready to draw */ 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