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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 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
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