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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"
namespace Sci {
/**
* HunkPalette represents a raw palette resource
* read from disk.
*/
class HunkPalette {
public:
HunkPalette(byte *rawPalette);
/**
* Gets the version of the palette.
*/
uint32 getVersion() const { return _version; }
/**
* Sets the version of the palette.
*/
void setVersion(const uint32 version);
/**
* Converts the hunk palette to a standard
* palette.
*/
const Palette toPalette() const;
private:
enum {
/**
* The size of the HunkPalette header.
*/
kHunkPaletteHeaderSize = 13,
/**
* The size of a palette entry header.
*/
kEntryHeaderSize = 22,
/**
* The offset of the hunk palette version
* within the palette entry header.
*/
kEntryVersionOffset = 18
};
/**
* The header for a palette inside the
* HunkPalette.
*/
struct EntryHeader {
/**
* The start color.
*/
uint8 startColor;
/**
* The number of palette colors in this
* entry.
*/
uint16 numColors;
/**
* The default `used` flag.
*/
bool used;
/**
* Whether or not all palette entries
* share the same `used` value in
* `defaultFlag`.
*/
bool sharedUsed;
/**
* The palette version.
*/
uint32 version;
};
/**
* The version number from the last time this
* palette was submitted to GfxPalette32.
*/
uint32 _version;
/**
* The number of palettes stored in the hunk
* palette. In SCI32 games this is always 1.
*/
uint8 _numPalettes;
/**
* The raw palette data for this hunk palette.
*/
byte *_data;
/**
* Returns a struct that describes the palette
* held by this HunkPalette. The entry header
* is reconstructed on every call from the raw
* palette data.
*/
const EntryHeader getEntryHeader() const;
/**
* Returns a pointer to the palette data within
* the hunk palette.
*/
byte *getPalPointer() const {
return _data + kHunkPaletteHeaderSize + (2 * _numPalettes);
}
};
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;
};
class GfxPalette32 {
public:
GfxPalette32(ResourceManager *resMan);
~GfxPalette32();
private:
ResourceManager *_resMan;
/**
* The palette revision version. Increments once per game
* loop that changes the source palette.
*/
uint32 _version;
/**
* Whether or not the hardware palette needs updating.
*/
bool _needsUpdate;
/**
* The currently displayed palette.
*/
Palette _currentPalette;
/**
* The unmodified source palette loaded by kPalette. Additional
* palette entries may be mixed into the source palette by
* CelObj objects, which contain their own palettes.
*/
Palette _sourcePalette;
/**
* The palette to be used when the hardware is next updated.
* On update, _nextPalette is transferred to _currentPalette.
*/
Palette _nextPalette;
bool createPaletteFromResourceInternal(const GuiResourceId paletteId, Palette *const out) const;
Palette getPaletteFromResourceInternal(const GuiResourceId paletteId) const;
public:
void saveLoadWithSerializer(Common::Serializer &s);
inline const Palette &getNextPalette() const { return _nextPalette; };
inline const Palette &getCurrentPalette() const { return _currentPalette; };
/**
* Loads a palette into GfxPalette32 with the given resource
* ID.
*/
bool loadPalette(const GuiResourceId resourceId);
/**
* Finds the nearest color in the current palette matching the
* given RGB value.
*/
int16 matchColor(const uint8 r, const uint8 g, const uint8 b);
/**
* Submits a palette to display. Entries marked as “used” in the
* submitted palette are merged into the existing entries of
* _sourcePalette.
*/
void submit(const Palette &palette);
void submit(HunkPalette &palette);
bool updateForFrame();
void updateFFrame();
void updateHardware(const bool updateScreen = true);
void applyAll();
#pragma mark -
#pragma mark Color look-up
private:
/**
* An optional lookup table used to remap RGB565 colors to a palette
* index. Used by Phantasmagoria 2 in 8-bit color environments.
*/
byte *_clutTable;
public:
bool loadClut(uint16 clutId);
byte matchClutColor(uint16 color);
void unloadClut();
#pragma mark -
#pragma mark Varying
private:
/**
* An optional palette used to describe the source colors used
* in a palette vary operation. If this palette is not specified,
* sourcePalette is used instead.
*/
Palette *_varyStartPalette;
/**
* An optional palette used to describe the target colors used
* in a palette vary operation.
*/
Palette *_varyTargetPalette;
/**
* The minimum palette index that has been varied from the
* source palette. 0–255
*/
uint8 _varyFromColor;
/**
* The maximum palette index that is has been varied from the
* source palette. 0-255
*/
uint8 _varyToColor;
/**
* The tick at the last time the palette vary was updated.
*/
uint32 _varyLastTick;
/**
* The amount of time to elapse, in ticks, between each cycle
* of a palette vary animation.
*/
int _varyTime;
/**
* The direction of change: -1, 0, or 1.
*/
int16 _varyDirection;
/**
* The amount, in percent, that the vary color is currently
* blended into the source color.
*/
int16 _varyPercent;
/**
* The target amount that a vary color will be blended into
* the source color.
*/
int16 _varyTargetPercent;
/**
* The number of time palette varying has been paused.
*/
uint16 _varyNumTimesPaused;
public:
void kernelPalVarySet(const GuiResourceId paletteId, const int16 percent, const int time, const int16 fromColor, const int16 toColor);
void kernelPalVaryMergeTarget(const GuiResourceId paletteId);
void kernelPalVarySetTarget(const GuiResourceId paletteId);
void kernelPalVarySetStart(const GuiResourceId paletteId);
void kernelPalVaryMergeStart(const GuiResourceId paletteId);
void kernelPalVaryPause(bool pause);
void setVary(const Palette *const targetPalette, const int16 percent, const int time, const int16 fromColor, const int16 toColor);
void setVaryPercent(const int16 percent, const int time, const int16 fromColor, const int16 fromColorAlternate);
int16 getVaryPercent() const;
void varyOff();
void mergeTarget(const Palette *const palette);
void varyPause();
void varyOn();
void setVaryTime(const int time);
void setTarget(const Palette *const palette);
void setStart(const Palette *const palette);
void mergeStart(const Palette *const palette);
void setVaryTimeInternal(const int16 percent, const int time);
void applyVary();
#pragma mark -
#pragma mark Cycling
private:
// 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.
*
* The cycle map is also by the color remapping system to
* avoid attempting to remap to palette entries that are
* cycling (so won't be the expected color once the cycler
* runs again).
*/
bool _cycleMap[256];
inline void clearCycleMap(uint16 fromColor, uint16 numColorsToClear);
inline void setCycleMap(uint16 fromColor, uint16 numColorsToClear);
inline PalCycler *getCycler(uint16 fromColor);
public:
void setCycle(const uint8 fromColor, const uint8 toColor, const int16 direction, const int16 delay);
void doCycle(const uint8 fromColor, const int16 speed);
void cycleOn(const uint8 fromColor);
void cyclePause(const uint8 fromColor);
void cycleAllOn();
void cycleAllPause();
void cycleOff(const uint8 fromColor);
void cycleAllOff();
void applyAllCycles();
void applyCycles();
inline const bool *getCycleMap() const { return _cycleMap; }
#pragma mark -
#pragma mark Fading
private:
/**
* The fade table records the expected intensity level of each pixel
* in the palette that will be displayed on the next frame.
*/
uint16 _fadeTable[256];
public:
/**
* Sets the intensity level for a range of palette
* entries. An intensity of zero indicates total
* darkness. Intensity may be set to over 100 percent.
*/
void setFade(const uint16 percent, const uint8 fromColor, const uint16 toColor);
void fadeOff();
void applyFade();
};
} // End of namespace Sci
#endif
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