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
|
/* 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 STARTREK_GRAPHICS_H
#define STARTREK_GRAPHICS_H
#include "startrek/bitmap.h"
#include "startrek/font.h"
#include "startrek/startrek.h"
#include "startrek/sprite.h"
#include "common/ptr.h"
#include "common/rect.h"
#include "common/stream.h"
using Common::SharedPtr;
using Common::String;
namespace StarTrek {
class Font;
class StarTrekEngine;
const int SCREEN_WIDTH = 320;
const int SCREEN_HEIGHT = 200;
const int MAX_SPRITES = 32;
class Graphics {
public:
Graphics(StarTrekEngine *vm);
~Graphics();
void setBackgroundImage(SharedPtr<Bitmap> bitmap);
/**
* @param origRect The rectangle containing the original bitmap (must contain the
* whole bitmap, even if some is outside the drawable space)
* @param drawRect The clipped rectangle to draw at (must be within the drawable space)
*/
void drawBitmapToBackground(const Common::Rect &origRect, const Common::Rect &drawRect, SharedPtr<Bitmap> bitmap);
void fillBackgroundRect(const Common::Rect &rect, byte color);
byte *getBackgroundPixels();
byte *lockScreenPixels();
void unlockScreenPixels();
void clearScreenAndPriBuffer();
/**
* Note: this doesn't flush the palette to the screen (must call "setPaletteFadeLevel")
*/
void loadPalette(const String &paletteFile);
void copyRectBetweenBitmaps(Bitmap *destBitmap, int destX, int destY, Bitmap *srcBitmap, int srcX, int srcY, int width, int height);
void fadeinScreen();
void fadeoutScreen();
/**
* This flushes the palette to the screen. fadeLevel ranges from 0-100.
*/
void setPaletteFadeLevel(byte *palData, int fadeLevel);
void incPaletteFadeLevel();
void decPaletteFadeLevel();
void loadPri(const Common::String &priFile);
void clearPri();
void setPri(byte val);
byte getPriValue(int x, int y);
SharedPtr<Bitmap> loadBitmap(String basename);
Common::Point getMousePos();
/**
* Changes the mouse bitmap. The change won't take effect until drawAllSprites is
* called again.
*/
void setMouseBitmap(SharedPtr<Bitmap> bitmap);
/**
* This function is a workaround for when the mouse position needs to be locked in a set
* position (used in the action menu). This only affects the position it is drawn at; the
* sprite's "real" position is still updated normally.
*
* This does not call updateScreen.
*/
void lockMousePosition(int16 x, int16 y);
void unlockMousePosition();
SharedPtr<Bitmap> getMouseBitmap();
void warpMouse(int16 x, int16 y);
void drawSprite(const Sprite &sprite, ::Graphics::Surface *surface);
/**
* @param sprite The sprite to draw
* @param surface The surface to draw to
* @param rect The part of the sprite to draw (only draw the part of the sprite that
* intersects with it)
@ @param rectLeft X-offset to subtract before drawing to surface.
@ @param rectTop Y-offset to subtract before drawing to surface.
*/
void drawSprite(const Sprite &sprite, ::Graphics::Surface *surface, const Common::Rect &rect, int rectLeft = 0, int rectTop = 0);
void drawAllSprites(bool updateScreenFlag = true);
/**
* This function should only be called after "drawAllSprites" (so that sprite rects
* are updated).
*/
void drawAllSpritesInRectToSurface(const Common::Rect &rect, ::Graphics::Surface *surface);
/**
* Sets "bitmapChanged" to true on all sprites before calling drawAllSprites.
*/
void forceDrawAllSprites(bool updateScreenFlag = true);
/**
* Flushes the screen. Usually called by "drawAllSprites".
*/
void updateScreen();
/**
* Returns the sprite at the given position (ignores mouse).
*/
Sprite *getSpriteAt(int16 x, int16 y);
Sprite *getSpriteAt(Common::Point p) {
return getSpriteAt(p.x, p.y);
}
void addSprite(Sprite *sprite);
void delSprite(Sprite *sprite);
// Save/load the current state of sprites. Can only push once for now.
void pushSprites();
void popSprites();
byte *getFontGfx(char c);
void copyBackgroundScreen();
void drawDirectToScreen(SharedPtr<Bitmap> bitmap);
void loadEGAData(const char *egaFile);
void drawBackgroundImage(const char *filename);
public:
Font *_font;
private:
StarTrekEngine *_vm;
bool _egaMode;
byte *_egaData;
byte *_palData;
byte *_lutData;
byte _priData[SCREEN_WIDTH * SCREEN_HEIGHT / 2];
int16 _paletteFadeLevel;
Common::Rect _screenRect;
SharedPtr<Bitmap> _backgroundImage;
Sprite *_sprites[MAX_SPRITES];
int _numSprites;
// Analagous to above, used when pushing/popping
Sprite *_pushedSprites[MAX_SPRITES];
int _pushedNumSprites;
// Any changes to the mouse image are buffered until the next time "drawAllSprites" is
// called (since the original game treats it like a sprite).
bool _mouseToBeShown;
bool _mouseToBeHidden;
int16 _mouseWarpX, _mouseWarpY;
SharedPtr<Bitmap> _mouseBitmapLastFrame;
SharedPtr<Bitmap> _mouseBitmap;
// These are used as a workaround for when the mouse position must be locked.
// The mouse is turned into a native game sprite when this happens.
bool _mouseLocked;
Sprite _lockedMouseSprite;
public:
};
} // End of namespace StarTrek
#endif
|