/* 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 SWORD1_SCREEN_H #define SWORD1_SCREEN_H #include "sword1/sworddefs.h" class OSystem; namespace Sword1 { #define MAX_FORE 20 #define MAX_BACK 20 #define MAX_SORT 20 struct SortSpr { int32 id, y; }; struct RoomDef { int totalLayers; int sizeX; int sizeY; int gridWidth; //number of 16*16 grid blocks across - including off screen edges. uint32 layers[4]; uint32 grids[3]; uint32 palettes[2]; uint32 parallax[2]; }; struct PSXDataCache { // Cache for PSX screen, to avoid decompressing background at every screen update uint8 *decodedBackground; uint8 *extPlxCache; // If this screen requires an external parallax, save it here }; #define SCRNGRID_X 16 #define SCRNGRID_Y 8 #define SHRINK_BUFFER_SIZE 50000 #define RLE_BUFFER_SIZE 50000 #define FLASH_RED 0 #define FLASH_BLUE 1 #define BORDER_YELLOW 2 #define BORDER_GREEN 3 #define BORDER_PURPLE 4 #define BORDER_BLACK 5 class ResMan; class ObjectMan; class Text; // Text objects use sprites that are created internally at run-time // the buffer belongs to Text, so we need a reference here. class Screen { public: Screen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan); ~Screen(); void clearScreen(); void useTextManager(Text *pTextMan); void draw(); void quitScreen(); void newScreen(uint32 screen); void setScrolling(int16 offsetX, int16 offsetY); void addToGraphicList(uint8 listId, uint32 objId); void fadeDownPalette(); void fadeUpPalette(); void fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp); bool stillFading(); void fullRefresh(); bool showScrollFrame(); void updateScreen(); void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = NULL, int8 fadeStatus = 0); void fnSetParallax(uint32 screen, uint32 resId); void fnFlash(uint8 color); void fnBorder(uint8 color); static void decompressHIF(uint8 *src, uint8 *dest); private: // for router debugging void drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2); void vline(uint16 x, uint16 y1, uint16 y2); void hline(uint16 x1, uint16 x2, uint16 y); void bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2); void bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2); void bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2); void bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2); void verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight); void blitBlockClear(uint16 x, uint16 y, uint8 *data); void renderParallax(uint8 *data); void processImage(uint32 id); void spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *sprWidth, uint16 *sprHeight, uint16 *incr); void drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch); void drawPsxHalfShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch); void drawPsxFullShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch); uint8 *psxBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres); uint8 *psxShrinkedBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres); void fetchPsxParallaxSize(uint8 *psxParallax, uint16 *paraSizeX, uint16 *paraSizeY); void drawPsxParallax(uint8 *psxParallax, uint16 paraScrlX, uint16 scrnScrlX, uint16 scrnWidth); void decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest); void decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest); void decompressTony(uint8 *src, uint32 compSize, uint8 *dest); void fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest); void fadePalette(); void flushPsxCache(); OSystem *_system; ResMan *_resMan; ObjectMan *_objMan; Text *_textMan; uint16 _currentScreen; uint8 *_screenBuf; uint8 *_screenGrid; uint16 *_layerGrid[4]; uint8 *_layerBlocks[4]; uint8 *_parallax[2]; uint8 _rleBuffer[RLE_BUFFER_SIZE]; uint8 _shrinkBuffer[SHRINK_BUFFER_SIZE]; bool _fullRefresh; bool _updatePalette; uint16 _oldScrollX, _oldScrollY; // for drawing additional frames PSXDataCache _psxCache; // Cache used for PSX backgrounds uint32 _foreList[MAX_FORE]; uint32 _backList[MAX_BACK]; SortSpr _sortList[MAX_SORT]; uint8 _foreLength, _backLength, _sortLength; uint16 _scrnSizeX, _scrnSizeY, _gridSizeX, _gridSizeY; static RoomDef _roomDefTable[TOTAL_ROOMS]; // from ROOMS.C (not const, see fnSetParallax) uint8 _targetPalette[256 * 3]; uint8 _currentPalette[256 * 3]; // for fading uint8 _fadingStep; int8 _fadingDirection; // 1 for fade up, -1 for fade down bool _isBlack; // if the logic already faded down the palette, this is set to show the // mainloop that no further fading is necessary. }; } // End of namespace Sword1 #endif //BSSCREEN_H