/* 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 SLUDGE_GRAPHICS_H #define SLUDGE_GRAPHICS_H #include "common/stream.h" #include "graphics/surface.h" #include "graphics/transparent_surface.h" #include "sludge/sprbanks.h" namespace Sludge { class Parallax; class SludgeEngine; class SpritePalette; struct StackHandler; struct FrozenStuffStruct; struct LoadedSpriteBank; struct OnScreenPerson; struct SpriteBank; struct Sprite; struct SpriteLayers; struct ZBufferData; enum ELightMapMode { LIGHTMAPMODE_NONE = -1, LIGHTMAPMODE_HOTSPOT, LIGHTMAPMODE_PIXEL, LIGHTMAPMODE_NUM }; class GraphicsManager { public: GraphicsManager(SludgeEngine *vm); virtual ~GraphicsManager(); void init(); void kill(); // graphics void setWindowSize(uint winWidth, uint winHeight) { _winWidth = winWidth; _winHeight = winHeight; } bool initGfx(); void display(); void clear(); // Parallax bool loadParallax(uint16 v, uint16 fracX, uint16 fracY); void killParallax(); void saveParallax(Common::WriteStream *fp); void drawParallax(); // Backdrop void killAllBackDrop(); bool resizeBackdrop(int x, int y); bool killResizeBackdrop(int x, int y); void killBackDrop(); void loadBackDrop(int fileNum, int x, int y); void mixBackDrop(int fileNum, int x, int y); void drawBackDrop(); void blankScreen(int x1, int y1, int x2, int y2); void blankAllScreen(); void darkScreen(); void saveHSI(Common::WriteStream *stream); bool loadHSI(Common::SeekableReadStream *stream, int, int, bool); bool mixHSI(Common::SeekableReadStream *stream, int x = 0, int y = 0); void drawLine(uint, uint, uint, uint); void drawHorizontalLine(uint, uint, uint); void drawVerticalLine(uint, uint, uint); void hardScroll(int distance); bool getRGBIntoStack(uint x, uint y, StackHandler *sH); // Lightmap int _lightMapMode; void killLightMap(); bool loadLightMap(int v); void saveLightMap(Common::WriteStream *stream); bool loadLightMap(int ssgVersion, Common::SeekableReadStream *stream); // Snapshot void nosnapshot(); bool snapshot(); void saveSnapshot(Common::WriteStream *stream); bool restoreSnapshot(Common::SeekableReadStream *stream); // Camera int getCamX() { return _cameraX; } int getCamY() { return _cameraY; } float getCamZoom() { return _cameraZoom; } void setCamera(int camerX, int camerY, float camerZ) { _cameraX = camerX; _cameraY = camerY; _cameraZoom = camerZ; } void aimCamera(int cameraX, int cameraY); void zoomCamera(int z); // Screen int getCenterX(int width) { return (_winWidth - width) >> 1; } int checkSizeValide(int width, int height) { return ((width >= 0) && (height >= 0) && (width < (int)_winWidth) && (height < (int)_winHeight)); } // Freeze bool freeze(); void unfreeze(bool killImage = true); int howFrozen(); bool isFrozen() { return (_frozenStuff != nullptr); } // Sprites static void forgetSpriteBank(SpriteBank &forgetme); bool loadSpriteBank(char *filename, SpriteBank &loadhere); bool loadSpriteBank(int fileNum, SpriteBank &loadhere, bool isFont); void fontSprite(int x1, int y1, Sprite &single, const SpritePalette &fontPal); void flipFontSprite(int x1, int y1, Sprite &single, const SpritePalette &fontPal); bool scaleSprite(Sprite &single, const SpritePalette &fontPal, OnScreenPerson *thisPerson, bool mirror); void fixScaleSprite(int x1, int y1, Sprite &single, const SpritePalette &fontPal, OnScreenPerson *thisPerson, const int camX, const int camY, bool); void pasteSpriteToBackDrop(int x1, int y1, Sprite &single, const SpritePalette &fontPal); bool reserveSpritePal(SpritePalette &sP, int n); void burnSpriteToBackDrop(int x1, int y1, Sprite &single, const SpritePalette &fontPal); void resetSpriteLayers(ZBufferData *ptrZBuffer, int x, int y, bool upsidedown); void addSpriteDepth(Graphics::Surface *ptr, int depth, int x, int y, Graphics::FLIP_FLAGS flip, int width = -1, int height = -1, bool disposeAfterUse = false); void displaySpriteLayers(); void killSpriteLayers(); // Sprite Bank LoadedSpriteBank *loadBankForAnim(int ID); // ZBuffer bool setZBuffer(int y); void killZBuffer(); void drawZBuffer(int x, int y, bool upsidedown); void saveZBuffer(Common::WriteStream *stream); bool loadZBuffer(Common::SeekableReadStream *stream); // Colors void setBlankColor(int r, int g, int b) { _currentBlankColour = _renderSurface.format.RGBToColor(r & 255, g & 255, b & 255);}; void setBurnColor(int r, int g, int b) { _currentBurnG = r; _currentBurnG = g; _currentBurnB = b; } void saveColors(Common::WriteStream *stream); void loadColors(Common::SeekableReadStream *stream); // Thumb nail bool saveThumbnail(Common::WriteStream *stream); bool skipThumbnail(Common::SeekableReadStream *stream); void showThumbnail(const Common::String &filename, int x, int y); private: SludgeEngine *_vm; uint _winWidth, _winHeight, _sceneWidth, _sceneHeight; // renderSurface Graphics::Surface _renderSurface; // Snapshot Graphics::Surface _snapshotSurface; // LightMap int _lightMapNumber; Graphics::Surface _lightMap; // Parallax Parallax *_parallaxStuff; // Camera float _cameraZoom; int _cameraX, _cameraY; // Freeze FrozenStuffStruct *_frozenStuff; Graphics::Surface _freezeSurface; void freezeGraphics(); // Back drop Graphics::Surface _backdropSurface; Graphics::Surface _origBackdropSurface; bool _backdropExists; bool reserveBackdrop(); // Sprites SpriteLayers *_spriteLayers; void fontSprite(bool flip, int x, int y, Sprite &single, const SpritePalette &fontPal); Graphics::Surface *duplicateSurface(Graphics::Surface *surface); void blendColor(Graphics::Surface * surface, uint32 color, Graphics::TSpriteBlendMode mode); Graphics::Surface *applyLightmapToSprite(Graphics::Surface *&blitted, OnScreenPerson *thisPerson, bool mirror, int x, int y, int x1, int y1, int diffX, int diffY); // Sprite banks LoadedSpriteBanks _allLoadedBanks; // ZBuffer ZBufferData *_zBuffer; void sortZPal(int *oldpal, int *newpal, int size); // Colors uint _currentBlankColour; byte _currentBurnR, _currentBurnG, _currentBurnB; }; } // End of namespace Sludge #endif // SLUDGE_GRAPHICS_H