/* 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. * * $Header$ */ #include "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/driver/d_draw.h" namespace Sword2 { uint8 Graphics::getMatch(uint8 r, uint8 g, uint8 b) { int32 diff; int32 min; int16 diffred, diffgreen, diffblue; int16 i; uint8 minIndex; diffred = _palCopy[0][0] - r; diffgreen = _palCopy[0][1] - g; diffblue = _palCopy[0][2] - b; diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue; min = diff; minIndex = 0; if (diff > 0) { for (i = 1; i < 256; i++) { diffred = _palCopy[i][0] - r; diffgreen = _palCopy[i][1] - g; diffblue = _palCopy[i][2] - b; diff = diffred * diffred + diffgreen * diffgreen + diffblue * diffblue; if (diff < min) { min = diff; minIndex = (uint8) i; if (min == 0) break; } } } // Here, minIndex is the index of the matchpalette which is closest. return minIndex; } /** * Sets or creates a table of palette indices which will be searched later for * a quick palette match. * @param data either the palette match table, or NULL to create a new table * from the current palCopy */ void Graphics::updatePaletteMatchTable(byte *data) { if (!data) { int16 red, green, blue; byte *p; // Create palette match table // FIXME: Does this case ever happen? p = &_paletteMatch[0]; for (red = 0; red < 256; red += 4) { for (green = 0; green < 256; green += 4) { for (blue = 0; blue < 256; blue += 4) { *p++ = getMatch((uint8) red, (uint8) green, (uint8) blue); } } } } else { // The provided data is the new palette match table memcpy(_paletteMatch, data, PALTABLESIZE); } } /** * Matches a colour triplet to a palette index. * @param r red colour component * @param g green colour component * @param b blue colour component * @return the palette index of the closest matching colour in the palette */ // FIXME: This used to be inlined - probably a good idea - but the // linker complained when I tried to use it in sprite.cpp. uint8 Graphics::quickMatch(uint8 r, uint8 g, uint8 b) { return _paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)]; } /** * Sets the palette. * @param startEntry the first colour entry to set * @param noEntries the number of colour entries to set * @param colourTable the new colour entries */ void Graphics::setPalette(int16 startEntry, int16 noEntries, byte *colourTable, uint8 fadeNow) { if (noEntries) { memcpy(&_palCopy[startEntry][0], colourTable, noEntries * 4); if (fadeNow == RDPAL_INSTANT) { _vm->_system->setPalette((const byte *) _palCopy, startEntry, noEntries); setNeedFullRedraw(); } } else { _vm->_system->setPalette((const byte *) _palCopy, 0, 256); setNeedFullRedraw(); } } void Graphics::dimPalette(void) { byte *p = (byte *) _palCopy; for (int i = 0; i < 256 * 4; i++) p[i] /= 2; _vm->_system->setPalette(p, 0, 256); setNeedFullRedraw(); } /** * Fades the palette up from black to the current palette. * @param time the time it will take the palette to fade up */ int32 Graphics::fadeUp(float time) { if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE) return RDERR_FADEINCOMPLETE; _fadeTotalTime = (int32) (time * 1000); _fadeStatus = RDFADE_UP; _fadeStartTime = _vm->_system->get_msecs(); return RD_OK; } /** * Fades the palette down to black from the current palette. * @param time the time it will take the palette to fade down */ int32 Graphics::fadeDown(float time) { if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE) return RDERR_FADEINCOMPLETE; _fadeTotalTime = (int32) (time * 1000); _fadeStatus = RDFADE_DOWN; _fadeStartTime = _vm->_system->get_msecs(); return RD_OK; } /** * Get the current fade status * @return RDFADE_UP (fading up), RDFADE_DOWN (fading down), RDFADE_NONE * (not faded), or RDFADE_BLACK (completely faded down) */ uint8 Graphics::getFadeStatus(void) { return _fadeStatus; } void Graphics::waitForFade(void) { while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK) { updateDisplay(); _vm->_system->delay_msecs(20); } } void Graphics::fadeServer(void) { static int32 previousTime = 0; const byte *newPalette = (const byte *) _fadePalette; int32 currentTime; int16 fadeMultiplier; int16 i; // This used to be called through a timer, but is now called from // ServiceWindows() instead, since that's the only place where we // actually update the screen. // If we're not in the process of fading, do nothing. if (getFadeStatus() != RDFADE_UP && getFadeStatus() != RDFADE_DOWN) return; // I don't know if this is necessary, but let's limit how often the // palette is updated, just to be safe. currentTime = _vm->_system->get_msecs(); if (currentTime - previousTime <= 25) return; previousTime = currentTime; if (getFadeStatus() == RDFADE_UP) { if (currentTime >= _fadeStartTime + _fadeTotalTime) { _fadeStatus = RDFADE_NONE; newPalette = (const byte *) _palCopy; } else { fadeMultiplier = (int16) (((int32) (currentTime - _fadeStartTime) * 256) / _fadeTotalTime); for (i = 0; i < 256; i++) { _fadePalette[i][0] = (_palCopy[i][0] * fadeMultiplier) >> 8; _fadePalette[i][1] = (_palCopy[i][1] * fadeMultiplier) >> 8; _fadePalette[i][2] = (_palCopy[i][2] * fadeMultiplier) >> 8; } } } else { if (currentTime >= _fadeStartTime + _fadeTotalTime) { _fadeStatus = RDFADE_BLACK; memset(_fadePalette, 0, sizeof(_fadePalette)); } else { fadeMultiplier = (int16) (((int32) (_fadeTotalTime - (currentTime - _fadeStartTime)) * 256) / _fadeTotalTime); for (i = 0; i < 256; i++) { _fadePalette[i][0] = (_palCopy[i][0] * fadeMultiplier) >> 8; _fadePalette[i][1] = (_palCopy[i][1] * fadeMultiplier) >> 8; _fadePalette[i][2] = (_palCopy[i][2] * fadeMultiplier) >> 8; } } } _vm->_system->setPalette(newPalette, 0, 256); setNeedFullRedraw(); } } // End of namespace Sword2