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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 SCI_GRAPHICS_PALETTE32_H
#define SCI_GRAPHICS_PALETTE32_H
#include "sci/graphics/palette.h"
enum PalCyclerDirection {
PalCycleBackward = 0,
PalCycleForward = 1
};
struct PalCycler {
/**
* The color index of the palette cycler. This value is effectively used as the ID for the
* cycler.
*/
uint8 fromColor;
/**
* The number of palette slots which are cycled by the palette cycler.
*/
uint16 numColorsToCycle;
/**
* The position of the cursor in its cycle.
*/
uint8 currentCycle;
/**
* The direction of the cycler.
*/
PalCyclerDirection direction;
/**
* The cycle tick at the last time the cycler’s currentCycle was updated.
* 795 days of game time ought to be enough for everyone? :)
*/
uint32 lastUpdateTick;
/**
* The amount of time in ticks each cycle should take to complete. In other words,
* the higher the delay, the slower the cycle animation. If delay is 0, the cycler
* does not automatically cycle and needs to be pumped manually with DoCycle.
*/
int16 delay;
/**
* The number of times this cycler has been paused.
*/
uint16 numTimesPaused;
};
namespace Sci {
class GfxPalette32 : public GfxPalette {
public:
GfxPalette32(ResourceManager *resMan, GfxScreen *screen);
~GfxPalette32();
private:
// SCI2 (SQ6) defines 10 cyclers
PalCycler *_cyclers[10];
/**
* The cycle map is used to detect overlapping cyclers. According to SCI engine code, when two cyclers overlap,
* a fatal error has occurred and the engine will display an error and then exit.
*/
bool _cycleMap[256];
inline void _clearCycleMap(uint16 fromColor, uint16 numColorsToClear);
inline void _setCycleMap(uint16 fromColor, uint16 numColorsToClear);
inline PalCycler *_getCycler(uint16 fromColor);
/**
* The fade table records the expected intensity level of each pixel in the palette that will be displayed on
* the next frame.
*/
byte _fadeTable[256];
byte *_clutTable;
public:
void applyAllCycles();
void applyCycles();
void applyFade();
bool loadClut(uint16 clutId);
byte matchClutColor(uint16 color);
void unloadClut();
int16 setCycle(uint16 fromColor, uint16 toColor, int16 direction, int16 delay);
void doCycle(uint16 fromColor, int16 speed);
void cycleOn(uint16 fromColor);
void cyclePause(uint16 fromColor);
void cycleAllOn();
void cycleAllPause();
void cycleOff(uint16 fromColor);
void cycleAllOff();
void setFade(uint8 percent, uint16 fromColor, uint16 toColor);
void fadeOff();
};
}
#endif
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