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
|
/* 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 SKY_SCREEN_H
#define SKY_SCREEN_H
#include "common/scummsys.h"
#include "sky/skydefs.h"
class OSystem;
namespace Common {
struct Rect;
}
namespace Sky {
class Disk;
class SkyEngine;
class SkyCompact;
struct Compact;
struct DataFileHeader;
#define SCROLL_JUMP 16
#define VGA_COLORS 256
#define GAME_COLORS 240
#define FORE 1
#define BACK 0
typedef struct {
uint16 yCood;
Compact *compact;
DataFileHeader *sprite;
} StSortList;
class Screen {
public:
Screen(OSystem *pSystem, Disk *pDisk, SkyCompact *skyCompact);
~Screen();
void setPalette(uint8 *pal);
void setPaletteEndian(uint8 *pal);
void setPalette(uint16 fileNum);
void paletteFadeUp(uint8 *pal);
void paletteFadeUp(uint16 fileNr);
void showScreen(uint16 fileNum);
void showScreen(uint8 *pScreen);
void handleTimer();
void startSequence(uint16 fileNum);
void startSequenceItem(uint16 itemNum);
void stopSequence();
bool sequenceRunning() { return _seqInfo.running; }
void processSequence();
void waitForSequence();
uint32 seqFramesLeft() { return _seqInfo.framesLeft; }
uint8 *giveCurrent() { return _currentScreen; }
void halvePalette();
//- regular screen.asm routines
void forceRefresh() { memset(_gameGrid, 0x80, GRID_X * GRID_Y); }
void fnFadeUp(uint32 palNum, uint32 scroll);
void fnFadeDown(uint32 scroll);
void fnDrawScreen(uint32 palette, uint32 scroll);
void clearScreen();
void setFocusRectangle(const Common::Rect& rect);
void recreate();
void flip(bool doUpdate = true);
void spriteEngine();
void paintBox(uint16 x, uint16 y);
void showGrid(uint8 *gridBuf);
private:
OSystem *_system;
Disk *_skyDisk;
SkyCompact *_skyCompact;
static uint8 _top16Colors[16 * 3];
uint8 _palette[VGA_COLORS * 3];
uint32 _currentPalette;
uint8 _seqGrid[20 * 12];
void waitForTick();
uint8 *_gameGrid;
uint8 *_currentScreen;
uint8 *_scrollScreen;
struct {
uint32 nextFrame;
uint32 framesLeft;
uint8 *seqData;
uint8 *seqDataPos;
volatile bool running;
bool runningItem; // when playing an item, don't free it afterwards.
} _seqInfo;
//- more regular screen.asm + layer.asm routines
void convertPalette(uint8 *inPal, uint8* outPal);
void palette_fadedown_helper(uint8 *pal, uint num);
//- sprite.asm routines
// fixme: get rid of these globals
uint32 _sprWidth, _sprHeight, _sprX, _sprY, _maskX1, _maskX2;
void doSprites(uint8 layer);
void sortSprites();
void drawSprite(uint8 *spriteData, Compact *sprCompact);
void verticalMask();
void vertMaskSub(uint16 *grid, uint32 gridOfs, uint8 *screenPtr, uint32 layerId);
void vectorToGame(uint8 gridVal);
};
} // End of namespace Sky
#endif //SKYSCREEN_H
|