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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.
*
* $URL$
* $Id$
*
*/
#ifndef SCI_GUI_SCREEN_H
#define SCI_GUI_SCREEN_H
#include "sci/sci.h"
#include "sci/gui/gui_helpers.h"
namespace Sci {
#define SCI_SCREEN_MAXHEIGHT 400
#define SCI_SCREEN_MASK_VISUAL 1
#define SCI_SCREEN_MASK_PRIORITY 2
#define SCI_SCREEN_MASK_CONTROL 4
#define SCI_SCREEN_MASK_ALL SCI_SCREEN_MASK_VISUAL|SCI_SCREEN_MASK_PRIORITY|SCI_SCREEN_MASK_CONTROL
#define SCI_SCREEN_UNDITHERMEMORIAL_SIZE 256
class SciGuiScreen {
public:
SciGuiScreen(int16 width = 320, int16 height = 200, int16 scaleFactor = 1);
~SciGuiScreen();
void copyToScreen();
void copyFromScreen(byte *buffer);
void copyRectToScreen(const Common::Rect &rect);
void copyRectToScreen(const Common::Rect &rect, int16 x, int16 y);
byte getDrawingMask(byte color, byte prio, byte control);
void putPixel(int x, int y, byte drawMask, byte color, byte prio, byte control);
void drawLine(Common::Point startPoint, Common::Point endPoint, byte color, byte prio, byte control);
void drawLine(int16 left, int16 top, int16 right, int16 bottom, byte color, byte prio, byte control) {
drawLine(Common::Point(left, top), Common::Point(right, bottom), color, prio, control);
}
byte getVisual(int x, int y);
byte getPriority(int x, int y);
byte getControl(int x, int y);
byte isFillMatch(int16 x, int16 y, byte drawMask, byte t_color, byte t_pri, byte t_con);
int bitsGetDataSize(Common::Rect rect, byte mask);
void bitsSave(Common::Rect rect, byte mask, byte *memoryPtr);
void bitsGetRect(byte *memoryPtr, Common::Rect *destRect);
void bitsRestore(byte *memoryPtr);
void setPalette(GuiPalette*pal);
void setVerticalShakePos(uint16 shakePos);
void dither(bool addToFlag);
void unditherSetState(bool flag);
int16 *unditherGetMemorial();
void debugShowMap(int mapNo);
uint16 _width;
uint16 _height;
uint _pixels;
uint16 _displayWidth;
uint16 _displayHeight;
uint _displayPixels;
int _picNotValid; // possible values 0, 1 and 2
private:
void bitsRestoreScreen(Common::Rect rect, byte *&memoryPtr, byte *screen);
void bitsSaveScreen(Common::Rect rect, byte *screen, byte *&memoryPtr);
bool _unditherState;
int16 _unditherMemorial[SCI_SCREEN_UNDITHERMEMORIAL_SIZE];
public: // HACK. TODO: make private
// these screens have the real resolution of the game engine (320x200 for SCI0/SCI1/SCI11 games, 640x480 for SCI2 games)
// SCI0 games will be dithered in here at any time
byte *_visualScreen;
byte *_priorityScreen;
byte *_controlScreen;
// this screen is the one that is actually displayed to the user. It may be 640x480 for japanese SCI1 games
// SCI0 games may be undithered in here. Only read from this buffer for Save/ShowBits usage.
byte *_displayScreen;
private:
// this is a pointer to the currently active screen (changing it only required for debug purposes)
byte *_activeScreen;
};
} // End of namespace Sci
#endif
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