/* ScummVM - Scumm Interpreter * Copyright (C) 2003-2004 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #ifndef BSSCREEN_H #define BSSCREEN_H #include "sworddefs.h" #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]; }; #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 SwordText; // Text objects use sprites that are created internally at run-time // the buffer belongs to SwordText, so we need a reference here. class OSystem; class SwordScreen { public: SwordScreen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan); void useTextManager(SwordText *pTextMan); ~SwordScreen(void); void draw(void); void quitScreen(void); void newScreen(uint32 screen); void setScrolling(int16 offsetX, int16 offsetY); void addToGraphicList(uint8 listId, uint32 objId); void fadeDownPalette(void); void fadeUpPalette(void); void fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp); bool stillFading(void); void fullRefresh(void); void updateScreen(void); void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = NULL, int8 fadeStatus = 0); void clearMenu(uint8 menuType); void fnSetParallax(uint32 screen, uint32 resId); void fnFlash(uint8 color); void fnBorder(uint8 color); 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 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); int32 inRange(int32 a, int32 b, int32 c); void fadePalette(void); OSystem *_system; ResMan *_resMan; ObjectMan *_objMan; SwordText *_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; uint16 _oldScrollX, _oldScrollY; // for drawing additional frames 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 * 4]; uint8 _currentPalette[256 * 4]; // 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. }; #endif //BSSCREEN_H