/* 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. * */ #ifdef ENABLE_LOL #ifndef KYRA_SCREEN_LOL_H #define KYRA_SCREEN_LOL_H #include "kyra/screen_v2.h" namespace Kyra { class LoLEngine; class Screen_LoL : public Screen_v2 { public: Screen_LoL(LoLEngine *vm, OSystem *system); ~Screen_LoL(); void fprintString(const char *format, int x, int y, uint8 col1, uint8 col2, uint16 flags, ...) GCC_PRINTF(2, 8); void fprintStringIntro(const char *format, int x, int y, uint8 c1, uint8 c2, uint8 c3, uint16 flags, ...) GCC_PRINTF(2, 9); void drawShadedBox(int x1, int y1, int x2, int y2, int color1, int color2); void drawGridBox(int x, int y, int w, int h, int col); void fadeClearSceneWindow(int delay); // smooth scrolling void backupSceneWindow(int srcPageNum, int dstPageNum); void restoreSceneWindow(int srcPageNum, int dstPageNum); void clearGuiShapeMemory(int pageNum); void copyGuiShapeFromSceneBackupBuffer(int srcPageNum, int dstPageNum); void copyGuiShapeToSurface(int srcPageNum, int dstPageNum); void smoothScrollZoomStepTop(int srcPageNum, int dstPageNum, int x, int y); void smoothScrollZoomStepBottom(int srcPageNum, int dstPageNum, int x, int y); void smoothScrollHorizontalStep(int pageNum, int x, int u2, int w); void smoothScrollTurnStep1(int srcPage1Num, int srcPage2Num, int dstPageNum); void smoothScrollTurnStep2(int srcPage1Num, int srcPage2Num, int dstPageNum); void smoothScrollTurnStep3(int srcPage1Num, int srcPage2Num, int dstPageNum); void copyRegionSpecial(int page1, int w1, int h1, int x1, int y1, int page2, int w2, int h2, int x2, int y2, int w3, int h3, int mode, ...); // palette stuff void fadeToBlack(int delay=0x54, const UpdateFunctor *upFunc = 0); void fadeToPalette1(int delay); void loadSpecialColors(Palette &dst); void copyColor(int dstColorIndex, int srcColorIndex); bool fadeColor(int dstColorIndex, int srcColorIndex, uint32 elapsedTicks, uint32 totalTicks); Palette **generateFadeTable(Palette **dst, Palette *src1, Palette *src2, int numTabs); void generateGrayOverlay(const Palette &Pal, uint8 *grayOverlay, int factor, int addR, int addG, int addB, int lastColor, bool skipSpecialColors); uint8 *getLevelOverlay(int index) { return _levelOverlays[index]; } void createTransparencyTablesIntern(const uint8 *ovl, int a, const uint8 *fxPal1, const uint8 *fxPal2, uint8 *outTable1, uint8 *outTable2, int b); void copyBlockAndApplyOverlay(int page1, int x1, int y1, int page2, int x2, int y2, int w, int h, int dim, uint8 *ovl); void applyOverlaySpecial(int page1, int x1, int y1, int page2, int x2, int y2, int w, int h, int dim, int flag, uint8 *ovl); void copyBlockAndApplyOverlayOutro(int srcPage, int dstPage, const uint8 *ovl); uint8 getShapePaletteSize(const uint8 *shp); uint8 *_paletteOverlay1; uint8 *_paletteOverlay2; uint8 *_grayOverlay; int _fadeFlag; // PC98 specific static void convertPC98Gfx(uint8 *data, int w, int h, int pitch); private: static const ScreenDim _screenDimTable256C[]; static const ScreenDim _screenDimTable16C[]; static const int _screenDimTableCount; uint8 *_levelOverlays[8]; void mergeOverlay(int x, int y, int w, int h); void postProcessCursor(uint8 *data, int width, int height, int pitch); }; } // End of namespace Kyra #endif #endif // ENABLE_LOL