/* Copyright (C) 1994-2005 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 { /** * Sets a table of palette indices which will be searched later for a quick * palette match. * @param data the palette match table */ void Graphics::updatePaletteMatchTable(byte *data) { assert(data); 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 * @param fadeNow whether to perform the change immediately or delayed */ void Graphics::setPalette(int16 startEntry, int16 noEntries, byte *colourTable, uint8 fadeNow) { assert(noEntries > 0); memcpy(&_palette[4 * startEntry], colourTable, noEntries * 4); if (fadeNow == RDPAL_INSTANT) { _vm->_system->setPalette(_palette, startEntry, noEntries); setNeedFullRedraw(); } } void Graphics::dimPalette(void) { byte *p = _palette; for (int i = 0; i < 256; i++) { p[i * 4 + 0] /= 2; p[i * 4 + 1] /= 2; p[i * 4 + 2] /= 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->getMillis(); 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->getMillis(); 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->delayMillis(20); } } void Graphics::fadeServer(void) { static int32 previousTime = 0; byte fadePalette[256 * 4]; byte *newPalette = fadePalette; int32 currentTime; int16 fadeMultiplier; int16 i; // 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->getMillis(); if (currentTime - previousTime <= 25) return; previousTime = currentTime; if (getFadeStatus() == RDFADE_UP) { if (currentTime >= _fadeStartTime + _fadeTotalTime) { _fadeStatus = RDFADE_NONE; newPalette = _palette; } else { fadeMultiplier = (int16) (((int32) (currentTime - _fadeStartTime) * 256) / _fadeTotalTime); for (i = 0; i < 256; i++) { newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8; newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8; newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8; } } } else { if (currentTime >= _fadeStartTime + _fadeTotalTime) { _fadeStatus = RDFADE_BLACK; memset(newPalette, 0, sizeof(fadePalette)); } else { fadeMultiplier = (int16) (((int32) (_fadeTotalTime - (currentTime - _fadeStartTime)) * 256) / _fadeTotalTime); for (i = 0; i < 256; i++) { newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8; newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8; newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8; } } } _vm->_system->setPalette(newPalette, 0, 256); setNeedFullRedraw(); } } // End of namespace Sword2