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/* 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 ILLUSIONS_SCREEN_H
#define ILLUSIONS_SCREEN_H
#include "illusions/graphics.h"
#include "common/list.h"
#include "common/rect.h"
#include "graphics/surface.h"
namespace Illusions {
class IllusionsEngine;
class Screen;
struct SpriteDecompressQueueItem {
byte *_drawFlags;
uint32 _flags;
uint32 _field8;
WidthHeight _dimensions;
byte *_compressedPixels;
Graphics::Surface *_surface;
};
class SpriteDecompressQueue {
public:
SpriteDecompressQueue();
~SpriteDecompressQueue();
void insert(byte *drawFlags, uint32 flags, uint32 field8, WidthHeight &dimensions,
byte *compressedPixels, Graphics::Surface *surface);
void decompressAll();
protected:
typedef Common::List<SpriteDecompressQueueItem*> SpriteDecompressQueueList;
typedef SpriteDecompressQueueList::iterator SpriteDecompressQueueListIterator;
SpriteDecompressQueueList _queue;
void decompress(SpriteDecompressQueueItem *item);
};
struct SpriteDrawQueueItem {
byte *_drawFlags;
int16 _kind;
int16 _scale;
uint16 _flags;
uint32 _priority;
Graphics::Surface *_surface;
WidthHeight _dimensions;
Common::Point _drawPosition;
Common::Point _controlPosition;
};
class SpriteDrawQueue {
public:
SpriteDrawQueue(Screen *screen);
~SpriteDrawQueue();
bool draw(SpriteDrawQueueItem *item);
void drawAll();
void insertSprite(byte *drawFlags, Graphics::Surface *surface, WidthHeight &dimensions,
Common::Point &drawPosition, Common::Point &controlPosition, uint32 priority, int16 scale, uint16 flags);
void insertSurface(Graphics::Surface *surface, WidthHeight &dimensions,
Common::Point &drawPosition, uint32 priority);
void insertTextSurface(Graphics::Surface *surface, WidthHeight &dimensions,
Common::Point &drawPosition, uint32 priority);
protected:
typedef Common::List<SpriteDrawQueueItem*> SpriteDrawQueueList;
typedef SpriteDrawQueueList::iterator SpriteDrawQueueListIterator;
struct FindInsertionPosition : public Common::UnaryFunction<const SpriteDrawQueueItem*, bool> {
uint32 _priority;
FindInsertionPosition(uint32 priority) : _priority(priority) {}
bool operator()(const SpriteDrawQueueItem *item) const {
return item->_priority >= _priority;
}
};
Screen *_screen;
SpriteDrawQueueList _queue;
void insert(SpriteDrawQueueItem *item, uint32 priority);
bool calcItemRect(SpriteDrawQueueItem *item, Common::Rect &srcRect, Common::Rect &dstRect);
};
class Screen {
public:
Screen(IllusionsEngine *vm);
~Screen();
Graphics::Surface *allocSurface(int16 width, int16 height);
Graphics::Surface *allocSurface(SurfInfo &surfInfo);
bool isDisplayOn();
void setDisplayOn(bool isOn);
uint16 getColorKey2();
void updateSprites();
void drawSurface(Common::Rect &dstRect, Graphics::Surface *surface, Common::Rect &srcRect, int16 scale, uint32 flags);
void drawSurface10(int16 destX, int16 destY, Graphics::Surface *surface, Common::Rect &srcRect, uint16 colorKey);
void drawSurface11(int16 destX, int16 destY, Graphics::Surface *surface, Common::Rect &srcRect);
void drawSurface20(Common::Rect &dstRect, Graphics::Surface *surface, Common::Rect &srcRect, uint16 colorKey);
void drawSurface21(Common::Rect &dstRect, Graphics::Surface *surface, Common::Rect &srcRect);
public:
IllusionsEngine *_vm;
bool _displayOn;
uint16 _colorKey1;
uint16 _colorKey2;
SpriteDecompressQueue *_decompressQueue;
SpriteDrawQueue *_drawQueue;
Graphics::Surface *_backSurface;
};
} // End of namespace Illusions
#endif // ILLUSIONS_SCREEN_H
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