/* Copyright (C) 1994-2004 Revolution Software Ltd * * 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 D_DRAW_H #define D_DRAW_H #include "common/rect.h" namespace Sword2 { // This is the maximum mouse cursor size in the SDL backend #define MAX_MOUSE_W 80 #define MAX_MOUSE_H 80 #define RENDERAVERAGETOTAL 4 #define BLOCKWIDTH 64 #define BLOCKHEIGHT 64 #define MAXLAYERS 5 #define PALTABLESIZE 64 * 64 * 64 // Maximum scaled size of a sprite #define SCALE_MAXWIDTH 512 #define SCALE_MAXHEIGHT 512 // Dirty grid cell size #define CELLWIDE 10 #define CELLDEEP 20 #if !defined(__GNUC__) #pragma START_PACK_STRUCTS #endif struct MouseAnim { uint8 runTimeComp; // type of runtime compression used for the // frame data uint8 noAnimFrames; // number of frames in the anim int8 xHotSpot; int8 yHotSpot; uint8 mousew; uint8 mouseh; } GCC_PACK; #if !defined(__GNUC__) #pragma END_PACK_STRUCTS #endif struct BlockSurface { byte data[BLOCKWIDTH * BLOCKHEIGHT]; bool transparent; }; class Graphics { friend class MoviePlayer; private: Sword2Engine *_vm; byte *_buffer; byte *_dirtyGrid; uint16 _gridWide; uint16 _gridDeep; int32 _renderCaps; int8 _renderLevel; uint8 _menuStatus[2]; byte *_icons[2][RDMENU_MAXPOCKETS]; uint8 _pocketStatus[2][RDMENU_MAXPOCKETS]; uint8 _iconCount; bool _needFullRedraw; byte _paletteMatch[PALTABLESIZE]; byte _fadePalette[256][4]; uint8 _fadeStatus; int32 _fadeStartTime; int32 _fadeTotalTime; uint8 _mouseFrame; byte *_mouseSprite; struct MouseAnim *_mouseAnim; struct MouseAnim *_luggageAnim; int32 *_mouseOffsets; int32 *_luggageOffset; // Scroll variables. _scrollX and _scrollY hold the current scroll // position, and _scrollXTarget and _scrollYTarget are the target // position for the end of the game cycle. int16 _scrollX; int16 _scrollY; int16 _scrollXTarget; int16 _scrollYTarget; int16 _scrollXOld; int16 _scrollYOld; int16 _parallaxScrollX; // current x offset to link a sprite to the // parallax layer int16 _parallaxScrollY; // current y offset to link a sprite to the // parallax layer int16 _locationWide; int16 _locationDeep; uint16 _layer; int32 _initialTime; int32 _startTime; int32 _totalTime; int32 _renderAverageTime; int32 _framesPerGameCycle; bool _renderTooSlow; uint8 _xBlocks[MAXLAYERS]; uint8 _yBlocks[MAXLAYERS]; // An array of sub-blocks, one for each of the parallax layers. BlockSurface **_blockSurfaces[MAXLAYERS]; uint16 _xScale[SCALE_MAXWIDTH]; uint16 _yScale[SCALE_MAXHEIGHT]; byte *_lightMask; void clearIconArea(int menu, int pocket, Common::Rect *r); void decompressMouse(byte *decomp, byte *comp, int width, int height, int pitch, int xOff = 0, int yOff = 0); uint8 getMatch(uint8 r, uint8 g, uint8 b); void fadeServer(void); void squashImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf); void stretchImage(byte *dst, uint16 dstPitch, uint16 dstWidth, uint16 dstHeight, byte *src, uint16 srcPitch, uint16 srcWidth, uint16 srcHeight, byte *backbuf); void updateRect(Common::Rect *r); void blitBlockSurface(BlockSurface *s, Common::Rect *r, Common::Rect *clipRect); void mirrorSprite(byte *dst, byte *src, int16 w, int16 h); int32 decompressRLE256(byte *dest, byte *source, int32 decompSize); void unwindRaw16(byte *dest, byte *source, uint8 blockSize, byte *colTable); int32 decompressRLE16(byte *dest, byte *source, int32 decompSize, byte *colTable); public: Graphics(Sword2Engine *vm, int16 width, int16 height); ~Graphics(); // Game screen metrics int16 _screenWide; int16 _screenDeep; byte _palCopy[256][4]; byte *getScreen(void) { return _buffer; } int8 getRenderLevel(void); void setRenderLevel(int8 level); void clearScene(void); void processMenu(void); int32 showMenu(uint8 menu); int32 hideMenu(uint8 menu); int32 setMenuIcon(uint8 menu, uint8 pocket, byte *icon); void closeMenuImmediately(void); void markAsDirty(int16 x0, int16 y0, int16 x1, int16 y1); void updateDisplay(bool redrawScene = true); void setWindowName(const char *windowName); void setNeedFullRedraw(void); void setPalette(int16 startEntry, int16 noEntries, byte *palette, uint8 setNow); void updatePaletteMatchTable(byte *data); uint8 quickMatch(uint8 r, uint8 g, uint8 b); int32 fadeUp(float time = 0.75); int32 fadeDown(float time = 0.75); uint8 getFadeStatus(void); void dimPalette(void); void waitForFade(void); int32 setMouseAnim(byte *ma, int32 size, int32 mouseFlash); int32 setLuggageAnim(byte *la, int32 size); int32 animateMouse(void); void drawMouse(void); void resetRenderEngine(void); void setScrollTarget(int16 sx, int16 sy); void initialiseRenderCycle(void); void startRenderCycle(void); bool endRenderCycle(void); void renderParallax(Parallax *p, int16 layer); void setLocationMetrics(uint16 w, uint16 h); int32 initialiseBackgroundLayer(Parallax *p); void closeBackgroundLayer(void); void plotPoint(uint16 x, uint16 y, uint8 colour); void drawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour); #ifdef BACKEND_8BIT void plotYUV(byte *lut, int width, int height, byte *const *dat); #endif int32 createSurface(SpriteInfo *s, byte **surface); void drawSurface(SpriteInfo *s, byte *surface, Common::Rect *clipRect = NULL); void deleteSurface(byte *surface); int32 drawSprite(SpriteInfo *s); int32 openLightMask(SpriteInfo *s); int32 closeLightMask(void); }; } // End of namespace Sword2 #endif