1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
|
/* 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_SCREEN_H
#define MADS_SCREEN_H
#include "common/scummsys.h"
#include "common/array.h"
#include "mads/msurface.h"
#include "mads/action.h"
namespace MADS {
#define MADS_SCREEN_WIDTH 320
#define MADS_SCREEN_HEIGHT 200
enum ScreenMode {
SCREENMODE_VGA = 19
};
enum ScreenTransition {
kTransitionNone = 0,
kTransitionFadeIn, kTransitionFadeOutIn,
kTransitionBoxInBottomLeft, kTransitionBoxInBottomRight,
kTransitionBoxInTopLeft, kTransitionBoxInTopRight,
kTransitionPanLeftToRight, kTransitionPanRightToLeft,
kTransitionCircleIn1, kTransitionCircleIn2,
kTransitionCircleIn3, kTransitionCircleIn4,
kVertTransition1, kVertTransition2, kVertTransition3,
kVertTransition4, kVertTransition5, kVertTransition6,
kVertTransition7, kNullPaletteCopy
};
enum InputMode {
kInputBuildingSentences = 0, // Normal sentence building
kInputConversation = 1, // Conversation mode
kInputLimitedSentences = 2 // Use only scene hotspots
};
enum ThroughBlack {
THROUGH_BLACK1 = 1,
THROUGH_BLACK2 = 2
};
class SpriteSlot;
class TextDisplay;
class UISlot;
class DirtyArea {
private:
static MADSEngine *_vm;
friend class DirtyAreas;
public:
Common::Rect _bounds;
bool _textActive;
bool _active;
DirtyArea *_mergedArea;
DirtyArea();
void setArea(int width, int height, int maxWidth, int maxHeight);
/**
* Set up a dirty area for a sprite slot
*/
void setSpriteSlot(const SpriteSlot *spriteSlot);
/**
* Set up a dirty area for a text display
*/
void setTextDisplay(const TextDisplay *textDisplay);
/**
* Set up a dirty area for a UI slot
*/
void setUISlot(const UISlot *slot);
};
class DirtyAreas : public Common::Array<DirtyArea> {
//private:
// MADSEngine *_vm;
public:
DirtyAreas(MADSEngine *vm);
/**
* Merge together any designated dirty areas that overlap
* @param startIndex 1-based starting dirty area starting index
* @param count Number of entries to process
*/
void merge(int startIndex, int count);
bool intersects(int idx1, int idx2);
void mergeAreas(int idx1, int idx2);
/**
* Copy the data specified by the dirty rect list between surfaces
* @param srcSurface Source surface
* @param destSurface Dest surface
* @param posAdjust Position adjustment
*/
void copy(BaseSurface *srcSurface, BaseSurface *destSurface, const Common::Point &posAdjust);
/**
* Use the lsit of dirty areas to copy areas of the screen surface to
* the physical screen
*/
void copyToScreen();
void reset();
};
class ScreenObject {
public:
bool _active;
Common::Rect _bounds;
ScrCategory _category;
int _descId;
int _mode;
ScreenObject();
};
class ScreenObjects : public Common::Array<ScreenObject> {
private:
MADSEngine *_vm;
int _objectY;
int scanBackwards(const Common::Point &pt, int layer);
public:
InputMode _inputMode;
int _v7FED6;
int _v8332A;
int _forceRescan;
int _selectedObject;
ScrCategory _category;
bool _released;
int _uiCount;
bool _eventFlag;
uint32 _baseTime;
int _spotId;
/*
* Constructor
*/
ScreenObjects(MADSEngine *vm);
/**
* Add a new item to the list
*/
ScreenObject *add(const Common::Rect &bounds, ScreenMode mode, ScrCategory category, int descId);
/**
* Check objects on the screen
*/
void check(bool scanFlag);
/**
* Scan the registered screen objects
*/
int scan(const Common::Point &pt, int layer);
/**
* Handle an element being highlighted on the screen, and make it active.
*/
void elementHighlighted();
/**
* Retrieve a ScreenObject from the list
* @remarks This array is 1-based indexed by the game
*/
ScreenObject &operator[](int idx) {
assert(idx > 0);
return Common::Array<ScreenObject>::operator[](idx - 1);
}
/**
* Sets an item identified by category and Desc Id as active or not
* @param category Screen category
* @param descId Description for item
* @param active Whether to set item as active or not
*/
void setActive(ScrCategory category, int descId, bool active);
/**
* Synchronize the data
*/
void synchronize(Common::Serializer &s);
};
class Screen : public BaseSurface {
private:
uint16 _random;
MSurface _rawSurface;
void panTransition(MSurface &newScreen, byte *palData, int entrySide,
const Common::Point &srcPos, const Common::Point &destPos,
ThroughBlack throughBlack, bool setPalette, int numTicks);
void swapForeground(byte newPalette[PALETTE_SIZE], byte *paletteMap);
void swapPalette(const byte palData[PALETTE_SIZE], byte swapTable[PALETTE_COUNT], bool foreground);
public:
int _shakeCountdown;
public:
/**
* Constructor
*/
Screen();
/**
* Destructor
*/
virtual ~Screen() {}
/**
* Updates the physical screen with contents of the internal surface
*/
virtual void update();
/**
* Transition to a new screen with a given effect
*/
void transition(ScreenTransition transitionType, bool surfaceFlag);
/**
* Set the screen drawing area to a sub-section of the real screen
*/
void setClipBounds(const Common::Rect &r);
/**
* Reset back to drawing on the entirety of the screen
*/
void resetClipBounds();
/**
* Return the current drawing/clip area
*/
const Common::Rect getClipBounds() const {
const Common::Point pt = getOffsetFromOwner();
return Common::Rect(pt.x, pt.y, pt.x + this->w, pt.y + this->h);
}
};
} // End of namespace MADS
#endif /* MADS_SCREEN_H */
|