/* 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. * */ #ifndef MADS_PALETTE_H #define MADS_PALETTE_H #include "common/scummsys.h" #include "common/stream.h" namespace MADS { class MADSEngine; #define PALETTE_USAGE_COUNT 4 /** * Palette mapping options */ enum { PALFLAG_BACKGROUND = 0x8000, // Loading initial background PALFLAG_RESERVED = 0x4000, // Enable mapping reserved colors PALFLAG_ANY_TO_CLOSEST = 0x2000, // Any color can map to closest PALFLAG_ALL_TO_CLOSEST = 0x1000, // Any colors that can map must map PALFLAG_TOP_COLORS = 0x0800, // Allow mapping to high four colors PALFLAG_DEFINE_RESERVED = 0x0400, // Define initial reserved color PALFLAG_MASK = 0xfc00 // Mask for all the palette flags }; struct RGB4 { byte r; byte g; byte b; byte u; RGB4() { r = g = b = u = 0; } }; struct RGB6 { byte r; byte g; byte b; byte _palIndex; byte _u2; byte _flags; void load(Common::SeekableReadStream *f); }; class PaletteUsage { public: struct UsageEntry { uint16 _palIndex; int _sortValue; UsageEntry(int palIndex) { _palIndex = palIndex; _sortValue = -1; } UsageEntry() { _palIndex = 0; _sortValue = 0; } }; struct UsageRange { byte _v1, _v2; UsageRange(byte v1, byte v2) { _v1 = v1; _v2 = v2; } }; private: MADSEngine *_vm; Common::Array *_data; int rgbMerge(RGB6 &palEntry); int getGamePalFreeIndex(int *palIndex); int rgbFactor(byte *palEntry, RGB6 &pal6); Common::Array _nullUsage; public: /** * Constructor */ PaletteUsage(MADSEngine *vm); void load(Common::Array *data); /** * Returns whether the usage list is empty */ bool empty() const { return _data == nullptr; } uint16 &operator[](int index) { return (*_data)[index]._palIndex; } /** * Assigns the class to an empty usage array */ void setEmpty() { _data = &_nullUsage; } /** * Gets key entries from the passed palette * @param palette 6-bit per entry read in palette */ void getKeyEntries(Common::Array &palette); /** * Prioritizes the palette index list based on the intensity of the * RGB values of the palette entries that they refer to */ void prioritize(Common::Array &palette); int process(Common::Array &palette, uint flags); void transform(Common::Array &palette); void updateUsage(Common::Array &usageList, int sceneUsageIndex); void resetPalFlags(int idx); }; class RGBList { private: bool _data[32]; public: RGBList() { clear(); } void clear(); void reset(); /** * Scans for a free slot */ int scan(); bool &operator[](int idx) { return _data[idx]; } }; #define PALETTE_COUNT 256 #define PALETTE_SIZE (256 * 3) class Palette { private: /** * Initialises the first 16 palette indexes with the equivalent * standard VGA palette */ void initVGAPalette(byte *palette); protected: MADSEngine *_vm; void reset(); public: byte _mainPalette[PALETTE_SIZE]; byte _savedPalette[PALETTE_SIZE]; uint32 _palFlags[PALETTE_COUNT]; PaletteUsage _paletteUsage; RGBList _rgbList; bool _lockFl; int _lowRange; int _highRange; public: /** * Constructor */ Palette(MADSEngine *vm); /** * Destructor */ virtual ~Palette() {} /** * Sets a new palette */ void setPalette(const byte *colors, uint start, uint num); /** * Set a palette entry */ void setEntry(byte palIndex, byte r, byte g, byte b); /** * Returns a subset of the currently loaded palette */ void grabPalette(byte *colors, uint start, uint num); /** * Gets the entire palette at once */ void getFullPalette(byte palette[PALETTE_SIZE]) { grabPalette(&palette[0], 0, PALETTE_COUNT); } /** * Sets the entire palette at once */ void setFullPalette(byte palette[PALETTE_SIZE]) { setPalette(&palette[0], 0, PALETTE_COUNT); } /** * Returns the palette index in the palette that most closely matches the * specified RGB pair */ uint8 palIndexFromRgb(byte r, byte g, byte b, byte *paletteData = nullptr); /** * Sets a small set of system/core colors needed by the game */ void setSystemPalette(); /** * Update a range of an arbitrary palette */ static void setGradient(byte *palette, int start, int count, int rgbValue1, int rgbValue2); /** * Resets the game palette */ void resetGamePalette(int v1, int v2); /** * Initialises the main palette */ void initPalette(); /** * Set the first four palette entries with preset values */ void setLowRange(); /** * Set up the palette as the game ends */ void close() { warning("TODO: Palette::close"); } void fadeOut(byte palette[PALETTE_SIZE], int v1, int v2, int v3, int v4, int v5, int v6); void lock(); void unlock(); }; } // End of namespace MADS #endif /* MADS_PALETTE_H */