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
|
/* 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 SHERLOCK_SCREEN_H
#define SHERLOCK_SCREEN_H
#include "common/list.h"
#include "common/rect.h"
#include "sherlock/image_file.h"
#include "sherlock/surface.h"
#include "sherlock/resources.h"
#include "sherlock/saveload.h"
namespace Sherlock {
#define VGA_COLOR_TRANS(x) ((x) * 255 / 63)
#define BG_GREYSCALE_RANGE_END 229
#define BLACK 0
class SherlockEngine;
class Screen : public BaseSurface {
private:
uint32 _transitionSeed;
// Rose Tattoo fields
int _fadeBytesRead, _fadeBytesToRead;
int _oldFadePercent;
protected:
SherlockEngine *_vm;
Surface _backBuffer;
public:
Surface _backBuffer1, _backBuffer2;
bool _fadeStyle;
byte _cMap[PALETTE_SIZE];
byte _sMap[PALETTE_SIZE];
byte _tMap[PALETTE_SIZE];
bool _flushScreen;
Common::Point _currentScroll;
public:
static Screen *init(SherlockEngine *vm);
Screen(SherlockEngine *vm);
virtual ~Screen();
/**
* Obtain the currently active back buffer.
*/
Surface *getBackBuffer() { return &_backBuffer; }
/**
* Makes first back buffer active.
*/
void activateBackBuffer1();
/**
* Makes second back buffer active.
*/
void activateBackBuffer2();
/**
* Fades from the currently active palette to the passed palette
*/
int equalizePalette(const byte palette[PALETTE_SIZE]);
/**
* Fade out the palette to black
*/
void fadeToBlack(int speed = 2);
/**
* Fade in a given palette
*/
void fadeIn(const byte palette[PALETTE_SIZE], int speed = 2);
/**
* Do a random pixel transition in from _backBuffer surface to the screen
*/
void randomTransition();
/**
* Transition to the surface from _backBuffer using a vertical transition
*/
void verticalTransition();
/**
* Prints the text passed onto the back buffer at the given position and color.
* The string is then blitted to the screen
*/
void print(const Common::Point &pt, uint color, const char *formatStr, ...) GCC_PRINTF(4, 5);
/**
* Print a strings onto the back buffer without blitting it to the screen
*/
void gPrint(const Common::Point &pt, uint color, const char *formatStr, ...) GCC_PRINTF(4, 5);
/**
* Copies a section of the second back buffer into the main back buffer
*/
void restoreBackground(const Common::Rect &r);
/**
* Copies a given area to the screen
*/
void slamArea(int16 xp, int16 yp, int16 width, int16 height);
/**
* Copies a given area to the screen
*/
void slamRect(const Common::Rect &r);
/**
* Copy an image from the back buffer to the screen, taking care of both the
* new area covered by the shape as well as the old area, which must be restored
*/
void flushImage(ImageFrame *frame, const Common::Point &pt, int16 *xp, int16 *yp,
int16 *width, int16 *height);
/**
* Similar to flushImage, this method takes in an extra parameter for the scale proporation,
* which affects the calculated bounds accordingly
*/
void flushScaleImage(ImageFrame *frame, const Common::Point &pt, int16 *xp, int16 *yp,
int16 *width, int16 *height, int scaleVal);
/**
* Variation of flushImage/flushScaleImage that takes in and updates a rect
*/
void flushImage(ImageFrame *frame, const Common::Point &pt, Common::Rect &newBounds, int scaleVal);
/**
* Copies data from the back buffer to the screen
*/
void blockMove(const Common::Rect &r);
/**
* Copies the entire screen from the back buffer
*/
void blockMove();
/**
* Fills an area on the back buffer, and then copies it to the screen
*/
void vgaBar(const Common::Rect &r, int color);
/**
* Sets the active back buffer pointer to a restricted sub-area of the first back buffer
*/
void setDisplayBounds(const Common::Rect &r);
/**
* Resets the active buffer pointer to point back to the full first back buffer
*/
void resetDisplayBounds();
/**
* Return the size of the current display window
*/
Common::Rect getDisplayBounds();
/**
* Synchronize the data for a savegame
*/
void synchronize(Serializer &s);
/**
* Draws the given string into the back buffer using the images stored in _font
*/
virtual void writeString(const Common::String &str, const Common::Point &pt, uint overrideColor);
// Rose Tattoo specific methods
void initPaletteFade(int bytesToRead);
int fadeRead(Common::SeekableReadStream &stream, byte *buf, int totalSize);
/**
* Translate a palette from 6-bit RGB values to full 8-bit values suitable for passing
* to the underlying palette manager
*/
static void translatePalette(byte palette[PALETTE_SIZE]);
};
} // End of namespace Sherlock
#endif
|