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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 MADS_PALETTE_H
#define MADS_PALETTE_H
#include "common/scummsys.h"
#include "common/stream.h"
namespace MADS {
class MADSEngine;
#define PALETTE_USAGE_COUNT 4
/**
* Palette mapping options
*/
enum {
PALFLAG_BACKGROUND = 0x8000, // Loading initial background
PALFLAG_RESERVED = 0x4000, // Enable mapping reserved colors
PALFLAG_ANY_TO_CLOSEST = 0x2000, // Any color can map to closest
PALFLAG_ALL_TO_CLOSEST = 0x1000, // Any colors that can map must map
PALFLAG_TOP_COLORS = 0x0800, // Allow mapping to high four colors
PALFLAG_DEFINE_RESERVED = 0x0400, // Define initial reserved color
PALFLAG_MASK = 0xfc00 // Mask for all the palette flags
};
struct PaletteCycle {
byte _colorCount;
byte _firstListColor;
byte _firstColorIndex;
byte _ticks;
PaletteCycle() { _colorCount = _firstListColor = _firstColorIndex = _ticks = 0; }
};
struct RGB6 {
byte r;
byte g;
byte b;
byte _palIndex;
byte _u2;
byte _flags;
void load(Common::SeekableReadStream *f);
};
class PaletteUsage {
public:
struct UsageEntry {
uint16 _palIndex;
int _sortValue;
UsageEntry(int palIndex) { _palIndex = palIndex; _sortValue = -1; }
UsageEntry() { _palIndex = 0; _sortValue = 0; }
};
struct UsageRange {
byte _v1, _v2;
UsageRange(byte v1, byte v2) { _v1 = v1; _v2 = v2; }
};
private:
MADSEngine *_vm;
Common::Array<UsageEntry> *_data;
int rgbMerge(RGB6 &palEntry);
int getGamePalFreeIndex(int *palIndex);
int rgbFactor(byte *palEntry, RGB6 &pal6);
Common::Array<UsageEntry> _nullUsage;
public:
/**
* Constructor
*/
PaletteUsage(MADSEngine *vm);
void load(Common::Array<UsageEntry> *data);
/**
* Returns whether the usage list is empty
*/
bool empty() const { return _data == nullptr; }
uint16 &operator[](int index) { return (*_data)[index]._palIndex; }
/**
* Assigns the class to an empty usage array
*/
void setEmpty() { _data = &_nullUsage; }
/**
* Gets key entries from the passed palette
* @param palette 6-bit per entry read in palette
*/
void getKeyEntries(Common::Array<RGB6> &palette);
/**
* Prioritizes the palette index list based on the intensity of the
* RGB values of the palette entries that they refer to
*/
void prioritize(Common::Array<RGB6> &palette);
int process(Common::Array<RGB6> &palette, uint flags);
void transform(Common::Array<RGB6> &palette);
void updateUsage(Common::Array<int> &usageList, int sceneUsageIndex);
void resetPalFlags(int idx);
};
class RGBList {
private:
bool _data[32];
public:
RGBList() { clear(); }
void clear();
void reset();
/**
* Scans for a free slot
*/
int scan();
bool &operator[](int idx) { return _data[idx]; }
};
#define PALETTE_COUNT 256
#define PALETTE_SIZE (256 * 3)
class Palette {
private:
/**
* Initialises the first 16 palette indexes with the equivalent
* standard VGA palette
*/
void initVGAPalette(byte *palette);
protected:
MADSEngine *_vm;
void reset();
public:
byte _mainPalette[PALETTE_SIZE];
byte _cyclingPalette[PALETTE_SIZE];
uint32 _palFlags[PALETTE_COUNT];
PaletteUsage _paletteUsage;
RGBList _rgbList;
bool _lockFl;
int _lowRange;
int _highRange;
public:
/**
* Constructor
*/
Palette(MADSEngine *vm);
/**
* Destructor
*/
virtual ~Palette() {}
/**
* Sets a new palette
*/
void setPalette(const byte *colors, uint start, uint num);
/**
* Set a palette entry
*/
void setEntry(byte palIndex, byte r, byte g, byte b);
/**
* Returns a subset of the currently loaded palette
*/
void grabPalette(byte *colors, uint start, uint num);
/**
* Gets the entire palette at once
*/
void getFullPalette(byte palette[PALETTE_SIZE]) {
grabPalette(&palette[0], 0, PALETTE_COUNT);
}
/**
* Sets the entire palette at once
*/
void setFullPalette(byte palette[PALETTE_SIZE]) {
setPalette(&palette[0], 0, PALETTE_COUNT);
}
/**
* Returns the palette index in the palette that most closely matches the
* specified RGB pair
*/
uint8 palIndexFromRgb(byte r, byte g, byte b, byte *paletteData = nullptr);
/**
* Sets a small set of system/core colors needed by the game
*/
void setSystemPalette();
/**
* Update a range of an arbitrary palette
*/
static void setGradient(byte *palette, int start, int count, int rgbValue1, int rgbValue2);
/**
* Resets the game palette
*/
void resetGamePalette(int v1, int v2);
/**
* Initialises the main palette
*/
void initPalette();
/**
* Set the first four palette entries with preset values
*/
void setLowRange();
/**
* Set up the palette as the game ends
*/
void close() {
warning("TODO: Palette::close");
}
void fadeOut(byte palette[PALETTE_SIZE], int start, int count, int v1, int v2, int v3, int v4, int v5, int v6);
void lock();
void unlock();
void refreshHighColors();
};
} // End of namespace MADS
#endif /* MADS_PALETTE_H */
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