/* 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 SHERLOCK_SCREEN_H #define SHERLOCK_SCREEN_H #include "common/list.h" #include "common/rect.h" #include "sherlock/surface.h" #include "sherlock/resources.h" #include "sherlock/saveload.h" namespace Sherlock { #define PALETTE_SIZE 768 #define PALETTE_COUNT 256 #define VGA_COLOR_TRANS(x) ((x) * 255 / 63) #define BG_GREYSCALE_RANGE_END 229 enum { BLACK = 0, INFO_BLACK = 1, BORDER_COLOR = 237, COMMAND_BACKGROUND = 4, BUTTON_BACKGROUND = 235, TALK_FOREGROUND = 12, TALK_NULL = 16 }; class SherlockEngine; class Screen : public Surface { private: SherlockEngine *_vm; Common::List _dirtyRects; uint32 _transitionSeed; Surface _sceneSurface; // Rose Tattoo fields int _fadeBytesRead, _fadeBytesToRead; int _oldFadePercent; private: /** * Merges together overlapping dirty areas of the screen */ void mergeDirtyRects(); /** * Returns the union of two dirty area rectangles */ bool unionRectangle(Common::Rect &destRect, const Common::Rect &src1, const Common::Rect &src2); protected: /** * Adds a rectangle to the list of modified areas of the screen during the * current frame */ virtual void addDirtyRect(const Common::Rect &r); public: Surface _backBuffer1, _backBuffer2; Surface *_backBuffer; bool _fadeStyle; byte _cMap[PALETTE_SIZE]; byte _sMap[PALETTE_SIZE]; byte _tMap[PALETTE_SIZE]; bool _flushScreen; Common::Point _currentScroll; public: static Screen *init(SherlockEngine *vm); Screen(SherlockEngine *vm); virtual ~Screen(); /** * Handles updating any dirty areas of the screen Surface object to the physical screen */ void update(); /** * Makes the whole screen dirty, Hack for 3DO movie playing */ void makeAllDirty(); /** * Return the currently active palette */ void getPalette(byte palette[PALETTE_SIZE]); /** * Set the palette */ void setPalette(const byte palette[PALETTE_SIZE]); /** * Fades from the currently active palette to the passed palette */ int equalizePalette(const byte palette[PALETTE_SIZE]); /** * Fade out the palette to black */ void fadeToBlack(int speed = 2); /** * Fade in a given palette */ void fadeIn(const byte palette[PALETTE_SIZE], int speed = 2); /** * Do a random pixel transition in from _backBuffer surface to the screen */ void randomTransition(); /** * Transition to the surface from _backBuffer using a vertical transition */ void verticalTransition(); /** * Fade backbuffer 1 into screen (3DO RGB!) */ void fadeIntoScreen3DO(int speed); void blitFrom3DOcolorLimit(uint16 color); /** * Prints the text passed onto the back buffer at the given position and color. * The string is then blitted to the screen */ void print(const Common::Point &pt, byte color, const char *formatStr, ...) GCC_PRINTF(4, 5); /** * Print a strings onto the back buffer without blitting it to the screen */ void gPrint(const Common::Point &pt, byte color, const char *formatStr, ...) GCC_PRINTF(4, 5); /** * Copies a section of the second back buffer into the main back buffer */ void restoreBackground(const Common::Rect &r); /** * Copies a given area to the screen */ void slamArea(int16 xp, int16 yp, int16 width, int16 height); /** * Copies a given area to the screen */ void slamRect(const Common::Rect &r); /** * Copy an image from the back buffer to the screen, taking care of both the * new area covered by the shape as well as the old area, which must be restored */ void flushImage(ImageFrame *frame, const Common::Point &pt, int16 *xp, int16 *yp, int16 *width, int16 *height); /** * Similar to flushImage, this method takes in an extra parameter for the scale proporation, * which affects the calculated bounds accordingly */ void flushScaleImage(ImageFrame *frame, const Common::Point &pt, int16 *xp, int16 *yp, int16 *width, int16 *height, int scaleVal); /** * Variation of flushImage/flushScaleImage that takes in and updates a rect */ void flushImage(ImageFrame *frame, const Common::Point &pt, Common::Rect &newBounds, int scaleVal); /** * Copies data from the back buffer to the screen */ void blockMove(const Common::Rect &r); /** * Copies the entire screen from the back buffer */ void blockMove(); /** * Fills an area on the back buffer, and then copies it to the screen */ void vgaBar(const Common::Rect &r, int color); /** * Sets the active back buffer pointer to a restricted sub-area of the first back buffer */ void setDisplayBounds(const Common::Rect &r); /** * Resets the active buffer pointer to point back to the full first back buffer */ void resetDisplayBounds(); /** * Return the size of the current display window */ Common::Rect getDisplayBounds(); /** * Synchronize the data for a savegame */ void synchronize(Serializer &s); /** * Draws the given string into the back buffer using the images stored in _font */ virtual void writeString(const Common::String &str, const Common::Point &pt, byte overrideColor); // Rose Tattoo specific methods void initPaletteFade(int bytesToRead); int fadeRead(Common::SeekableReadStream &stream, byte *buf, int totalSize); /** * Translate a palette from 6-bit RGB values to full 8-bit values suitable for passing * to the underlying palette manager */ static void translatePalette(byte palette[PALETTE_SIZE]); }; } // End of namespace Sherlock #endif