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
|
/* 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.
*
* Palette Allocator Definitions
*/
#ifndef TINSEL_PALETTE_H // prevent multiple includes
#define TINSEL_PALETTE_H
#include "tinsel/dw.h"
namespace Tinsel {
typedef uint32 COLORREF;
#define TINSEL_RGB(r,g,b) ((COLORREF)TO_32(((uint8)(r)|((uint16)(g)<<8))|(((uint32)(uint8)(b))<<16)))
#define TINSEL_GetRValue(rgb) ((uint8)(FROM_32(rgb)))
#define TINSEL_GetGValue(rgb) ((uint8)(((uint16)(FROM_32(rgb)))>>8))
#define TINSEL_GetBValue(rgb) ((uint8)((FROM_32(rgb))>>16))
#define TINSEL_PSX_RGB(r,g,b) ((uint16)(((uint8)(r))|((uint16)(g)<<5)|(((uint16)(b))<<10)))
enum {
MAX_COLORS = 256, ///< maximum number of colors - for VGA 256
BITS_PER_PIXEL = 8, ///< number of bits per pixel for VGA 256
MAX_INTENSITY = 255, ///< the biggest value R, G or B can have
NUM_PALETTES = 32, ///< number of palettes
// Discworld has some fixed apportioned bits in the palette.
BGND_DAC_INDEX = 0, ///< index of background color in Video DAC
FGND_DAC_INDEX = 1, ///< index of first foreground color in Video DAC
TBLUE1 = 228, ///< Blue used in translucent rectangles
TBLUE2 = 229, ///< Blue used in translucent rectangles
TBLUE3 = 230, ///< Blue used in translucent rectangles
TBLUE4 = 231, ///< Blue used in translucent rectangles
TALKFONT_COL = 233
};
// some common colors
#define BLACK (TINSEL_RGB(0, 0, 0))
#define WHITE (TINSEL_RGB(MAX_INTENSITY, MAX_INTENSITY, MAX_INTENSITY))
#define RED (TINSEL_RGB(MAX_INTENSITY, 0, 0))
#define GREEN (TINSEL_RGB(0, MAX_INTENSITY, 0))
#define BLUE (TINSEL_RGB(0, 0, MAX_INTENSITY))
#define YELLOW (TINSEL_RGB(MAX_INTENSITY, MAX_INTENSITY, 0))
#define MAGENTA (TINSEL_RGB(MAX_INTENSITY, 0, MAX_INTENSITY))
#define CYAN (TINSEL_RGB(0, MAX_INTENSITY, MAX_INTENSITY))
#include "common/pack-start.h" // START STRUCT PACKING
/** hardware palette structure */
struct PALETTE {
int32 numColors; ///< number of colors in the palette
COLORREF palRGB[MAX_COLORS]; ///< actual palette colors
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
/** palette queue structure */
struct PALQ {
SCNHANDLE hPal; ///< handle to palette data struct
int objCount; ///< number of objects using this palette
int posInDAC; ///< palette position in the video DAC
int numColors; ///< number of colors in the palette
// Discworld 2 fields
bool bFading; // Whether or not fading
COLORREF palRGB[MAX_COLORS]; // actual palette colors
};
#define PALETTE_MOVED 0x8000 // when this bit is set in the "posInDAC"
// field - the palette entry has moved
// Translucent objects have NULL pPal
#define HasPalMoved(pPal) (((pPal) != NULL) && ((pPal)->posInDAC & PALETTE_MOVED))
/*----------------------------------------------------------------------*\
|* Palette Manager Function Prototypes *|
\*----------------------------------------------------------------------*/
void ResetPalAllocator(); // wipe out all palettes
#ifdef DEBUG
void PaletteStats(); // Shows the maximum number of palettes used at once
#endif
void psxPaletteMapper(PALQ *originalPal, uint8 *psxClut, byte *mapperTable); // Maps PSX CLUTs to original palette in resource file
void PalettesToVideoDAC(); // Update the video DAC with palettes currently in the DAC queue
void UpdateDACqueueHandle(
int posInDAC, // position in video DAC
int numColors, // number of colors in palette
SCNHANDLE hPalette); // handle to palette
void UpdateDACqueue( // places a palette in the video DAC queue
int posInDAC, // position in video DAC
int numColors, // number of colors in palette
COLORREF *pColors); // list of RGB tripples
void UpdateDACqueue(int posInDAC, COLORREF color);
PALQ *AllocPalette( // allocate a new palette
SCNHANDLE hNewPal); // palette to allocate
void FreePalette( // free a palette allocated with "AllocPalette"
PALQ *pFreePal); // palette queue entry to free
PALQ *FindPalette( // find a palette in the palette queue
SCNHANDLE hSrchPal); // palette to search for
void SwapPalette( // swaps palettes at the specified palette queue position
PALQ *pPalQ, // palette queue position
SCNHANDLE hNewPal); // new palette
PALQ *GetNextPalette( // returns the next palette in the queue
PALQ *pStrtPal); // queue position to start from - when NULL will start from beginning of queue
COLORREF GetBgndColor(); // returns current background color
void SetBgndColor( // sets current background color
COLORREF color); // color to set the background to
void FadingPalette(PALQ *pPalQ, bool bFading);
void CreateTranslucentPalette(SCNHANDLE BackPal);
void NoFadingPalettes(); // All fading processes have just been killed
void DimPartPalette(
SCNHANDLE hPal,
int startColor,
int length,
int brightness); // 0 = black, 10 == 100%
int TranslucentColor();
#define BoxColor TranslucentColor
int HighlightColor();
int TalkColor();
void SetTalkColorRef(COLORREF colRef);
COLORREF GetTalkColorRef();
void SetTagColorRef(COLORREF colRef);
COLORREF GetTagColorRef();
void SetTalkTextOffset(int offset);
void SetTranslucencyOffset(int offset);
} // End of namespace Tinsel
#endif // TINSEL_PALETTE_H
|