aboutsummaryrefslogtreecommitdiff
path: root/engines/queen/display.h
blob: 4230ca297168cf010056b3adbdb350796c6840ae (plain)
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
266
267
268
269
/* 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.
 *
 * $URL$
 * $Id$
 *
 */

#ifndef QUEEN_DISPLAY_H
#define QUEEN_DISPLAY_H

#include "common/str.h"
#include "common/util.h"
#include "queen/defs.h"

class OSystem;
namespace Common {
	struct Rect;
}

namespace Queen {

class QueenEngine;

class Display {
public:

	Display(QueenEngine *vm, OSystem *system);
	~Display();

	//! initialise dynalum for the specified room
	void dynalumInit(const char *roomName, uint16 roomNum);

	//! update dynalum for the current room
	void dynalumUpdate(int16 x, int16 y);

	//! update the palette
	void palSet(const uint8 *pal, int start, int end, bool updateScreen = false);

	//! setup palette for Joe's dress
	void palSetJoeDress();

	//! setup palette for Joe's normal clothes
	void palSetJoeNormal();

	//! setup palette for panel and inventory objects
	void palSetPanel();

	//! fade the current palette in
	void palFadeIn(uint16 roomNum, bool dynalum = false, int16 dynaX = 0, int16 dynaY = 0);

	//! fade the current palette out
	void palFadeOut(uint16 roomNum);

	//! grey the panel area (used when panel is disabled)
	void palGreyPanel();

	//! scroll some palette colors
	void palScroll(int start, int end);

	void palSetAmigaColor(uint8 color, uint16 rgb);

	//! custom palette effect for the specified room
	void palCustomColors(uint16 roomNum);

	//! custom palette scroll for the specified room
	void palCustomScroll(uint16 roomNum);

	//! process a 'palette flash' effect
	void palCustomFlash();

	void palCustomLightsOff(uint16 roomNum);
	void palCustomLightsOn(uint16 roomNum);

	//! mark all palette entries as dirty
	void palSetAllDirty() { _pal.dirtyMin = 0; _pal.dirtyMax = 255; }

	//! returns the number of colors used by the room
	int getNumColorsForRoom(uint16 room) const;

	//! returns true if we shouldn't fade the palette in the specified room
	bool isPalFadingDisabled(uint16 room) const;

	//! change fullscreen/panel mode
	void screenMode(int comPanel, bool inCutaway);

	void prepareUpdate();
	void update(bool dynalum = false, int16 dynaX = 0, int16 dynaY = 0);

	void setupPanel();
	void setupNewRoom(const char *name, uint16 room);

	void drawBobSprite(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h, uint16 pitch, bool xflip);
	void drawBobPasteDown(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h);
	void drawInventoryItem(const uint8 *data, uint16 x, uint16 y, uint16 w, uint16 h);

	void blit(uint8 *dstBuf, uint16 dstPitch, uint16 x, uint16 y, const uint8 *srcBuf, uint16 srcPitch, uint16 w, uint16 h, bool xflip, bool masked);
	void fill(uint8 *dstBuf, uint16 dstPitch, uint16 x, uint16 y, uint16 w, uint16 h, uint8 color);

	//! decode PCX picture data
	void decodePCX(const uint8 *src, uint32 srcSize, uint8 *dst, uint16 dstPitch, uint16 *w, uint16 *h, uint8 *pal, uint16 palStart, uint16 palEnd);

	//! decode ILBM picture data
	void decodeLBM(const uint8 *src, uint32 srcSize, uint8 *dst, uint16 dstPitch, uint16 *w, uint16 *h, uint8 *pal, uint16 palStart, uint16 palEnd, uint8 colorBase = 0);

	void horizontalScrollUpdate(int16 xCamera);
	void horizontalScroll(int16 scroll);
	int16 horizontalScroll() const { return _horizontalScroll; }

	void fullscreen(bool fs) { _fullRefresh = 2; _fullscreen = fs; }
	bool fullscreen() const { return _fullscreen; }

	//! mark the specified block as dirty
	void setDirtyBlock(uint16 x, uint16 y, uint16 w, uint16 h);

	//! force a full refresh (bypassing the dirtyblocks rendering), on next screen update
	void forceFullRefresh() { _fullRefresh = 2; }

	//! change mouse cursor bitmap
	void setMouseCursor(uint8 *buf, uint16 w, uint16 h);

	//! show/hide mouse cursor
	void showMouseCursor(bool show);

	//! initialise font, compute justification sizes
	void initFont();

	//! add the specified text to the texts list
	void setText(uint16 x, uint16 y, const char *text, bool outlined = true);

	//! add the specified text to the texts list
	void setTextCentered(uint16 y, const char *text, bool outlined = true);

	//! draw the text lists
	void drawTexts();

	//! remove entries from the texts list
	void clearTexts(uint16 y1, uint16 y2);

	void setupInkColors();

	uint8 getInkColor(InkColor color) const { return _inkColors[color]; }

	//! change the current text color
	void textCurrentColor(uint8 color) { _curTextColor = color; }

	//! change the text color for the specified texts list entry
	void textColor(uint16 y, uint8 color) { _texts[y].color = color; }

	//! Set the focus rectangle to the speaking character
	void setFocusRect(const Common::Rect& rect);

	int textCenterX(const char *text) const;
	uint16 textWidth(const char *text) const;
	uint16 textWidth(const char *text, uint16 len) const;
	void drawChar(uint16 x, uint16 y, uint8 color, const uint8 *chr);
	void drawText(uint16 x, uint16 y, uint8 color, const char *text, bool outlined = true);
	void drawBox(int16 x1, int16 y1, int16 x2, int16 y2, uint8 col);

	void shake(bool reset);

	void blankScreen();
	void blankScreenEffect1();
	void blankScreenEffect2();
	void blankScreenEffect3();

private:

	enum {
		FADE_SPEED = 16,
		D_BLOCK_W  =  8,
		D_BLOCK_H  =  8
	};

	enum BufferDimension {
		BACKDROP_W = 640,
		BACKDROP_H = 200,
		SCREEN_W   = 320,
		SCREEN_H   = 200,
		PANEL_W    = 320,
		PANEL_H    =  50
	};

	struct {
		uint8 *room;
		uint8 *screen;
		uint8 *panel;
		int dirtyMin, dirtyMax;
		bool scrollable;
	} _pal;

	struct Dynalum {
		bool valid;
		uint8 *mskBuf;
		uint32 mskSize;
		int8 *lumBuf;
		uint32 lumSize;
		uint8 prevColMask;
	};

	struct TextSlot {
		uint16 x;
		uint8 color;
		Common::String text;
		bool outlined;
	};

	uint8 *_screenBuf;
	uint8 *_panelBuf;
	uint8 *_backdropBuf;

	uint8 _fullRefresh;
	uint8 *_dirtyBlocks;
	uint16 _dirtyBlocksWidth, _dirtyBlocksHeight;

	bool _fullscreen;

	uint16 _horizontalScroll;
	uint16 _bdWidth, _bdHeight;

	const char *_imageExt;

	//! texts list
	TextSlot _texts[GAME_SCREEN_HEIGHT];

	//! current text color to use for display
	uint8 _curTextColor;

	//! font justification sizes
	uint8 _charWidth[256];

	uint8 _inkColors[INK_COUNT];

	Common::RandomSource _rnd;
	Dynalum _dynalum;
	OSystem *_system;
	QueenEngine *_vm;

	const uint8 *_font;

	static const uint8 _fontRegular[];
	static const uint8 _fontHebrew[];
	static const uint8 _fontRussian[];
	static const uint8 _fontGreek[];
	static const uint8 _palJoeClothes[];
	static const uint8 _palJoeDress[];
};


} // End of namespace Queen

#endif