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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef GFX_H
#define GFX_H
#include "common/rect.h"
enum { /** Camera modes */
CM_NORMAL = 1,
CM_FOLLOW_ACTOR = 2,
CM_PANNING = 3
};
struct CameraData { /** Camera state data */
ScummVM::Point _cur;
ScummVM::Point _dest;
ScummVM::Point _accel;
ScummVM::Point _last;
int _leftTrigger, _rightTrigger;
byte _follows, _mode;
bool _movingToActor;
};
struct VirtScreen { /** Virtual screen areas */
int number;
uint16 topline;
uint16 width, height;
int size;
byte alloctwobuffers;
bool scrollable;
uint16 xstart;
uint16 tdirty[80];
uint16 bdirty[80];
byte *screenPtr;
byte *backBuf;
};
struct ColorCycle { /** Palette cycles */
uint16 delay;
uint16 counter;
uint16 flags;
byte start;
byte end;
};
struct BlastObject { /** BlastObjects to draw */
uint16 number;
int16 posX, posY;
uint16 width, height;
uint16 scaleX, scaleY;
uint16 image;
uint16 mode;
};
/** Bomp graphics data, used as parameter to Scumm::drawBomp. */
struct BompDrawData {
byte *out;
int outwidth, outheight;
int x, y;
byte scale_x, scale_y;
const byte *dataptr;
int srcwidth, srcheight;
uint16 shadowMode;
int32 scaleRight, scaleBottom;
byte *scalingXPtr, *scalingYPtr;
byte *maskPtr;
BompDrawData() { memset(this, 0, sizeof(*this)); }
};
class Gdi {
friend class Scumm; // Mostly for the code in saveload.cpp ...
public:
Scumm *_vm;
int _numZBuffer;
int _imgBufOffs[8];
int32 _numStrips;
ScummVM::Rect _mask;
protected:
byte _palette_mod;
byte _decomp_shr, _decomp_mask;
byte _transparentColor;
uint32 _vertStripNextInc;
bool _zbufferDisabled;
/* Bitmap decompressors */
bool decompressBitmap(byte *bgbak_ptr, const byte *src, int numLinesToProcess);
void decodeStripEGA(byte *dst, const byte *src, int height);
void unkDecodeA(byte *dst, const byte *src, int height);
void unkDecodeA_trans(byte *dst, const byte *src, int height);
void unkDecodeB(byte *dst, const byte *src, int height);
void unkDecodeB_trans(byte *dst, const byte *src, int height);
void unkDecodeC(byte *dst, const byte *src, int height);
void unkDecodeC_trans(byte *dst, const byte *src, int height);
void unkDecode7(byte *dst, const byte *src, int height);
void unkDecode8(byte *dst, const byte *src, int height);
void unkDecode9(byte *dst, const byte *src, int height);
void unkDecode10(byte *dst, const byte *src, int height);
void unkDecode11(byte *dst, const byte *src, int height);
void draw8ColWithMasking(byte *dst, const byte *src, int height, byte *mask);
void draw8Col(byte *dst, const byte *src, int height);
void clear8ColWithMasking(byte *dst, int height, byte *mask);
void clear8Col(byte *dst, int height);
void decompressMaskImgOr(byte *dst, const byte *src, int height);
void decompressMaskImg(byte *dst, const byte *src, int height);
void drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b);
void updateDirtyScreen(VirtScreen *vs);
public:
void drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
int stripnr, int numstrip, byte flag);
void clearUpperMask();
void disableZBuffer() { _zbufferDisabled = true; }
void enableZBuffer() { _zbufferDisabled = false; }
void resetBackground(int top, int bottom, int strip);
enum DrawBitmapFlags {
dbAllowMaskOr = 1,
dbDrawMaskOnAll = 2,
dbClear = 4
};
};
// If you wan to try buggy hacked smooth scrolling support in The Dig, enable
// the following preprocessor flag by uncommenting it.
//
// Note: This is purely experimental, NOT WORKING COMPLETLY and very buggy.
// Please do not make reports about problems with it - this is only in CVS
// to get it fixed and so that really interested parties can experiment it.
// It is NOT FIT FOR GENERAL USAGE! You have been warned.
//
// Doing this correctly will be quite some more complicated. Basically, with smooth
// scrolling, the virtual screen strips don't match the display screen strips.
// Hence we either have to draw partial strips - but that'd be rather cumbersome.
// Or the much simple (and IMHO more elegant) solution is to simply use a screen pitch
// that is 8 pixel wider than the real screen width, and always draw one strip more than
// needed to the backbuf. This will still require quite some code to be changed but
// should otherwise be relatively easy to understand, and using VirtScreen::pitch
// will actually clean up the code.
//
// #define V7_SMOOTH_SCROLLING_HACK
#endif
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