aboutsummaryrefslogtreecommitdiff
path: root/sword1/screen.h
blob: 72f382ed3b80747e4dfb30d23cde728ae645dec2 (plain)
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
/* ScummVM - Scumm Interpreter
 * Copyright (C) 2003-2005 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 BSSCREEN_H
#define BSSCREEN_H

#include "sword1/sworddefs.h"

class OSystem;

namespace Sword1 {

#define MAX_FORE 20
#define MAX_BACK 20
#define MAX_SORT 20

struct SortSpr {
	int32 id, y;
};

struct RoomDef {
	int		totalLayers;
	int		sizeX;
	int		sizeY;
	int		gridWidth;	//number of 16*16 grid blocks across - including off screen edges.
	uint32	layers[4];
	uint32	grids[3];
	uint32	palettes[2];
	uint32	parallax[2];
};

#define SCRNGRID_X 16
#define SCRNGRID_Y 8
#define SHRINK_BUFFER_SIZE 50000
#define RLE_BUFFER_SIZE 50000

#define FLASH_RED 0
#define FLASH_BLUE 1
#define BORDER_YELLOW 2
#define BORDER_GREEN 3
#define BORDER_PURPLE 4
#define BORDER_BLACK 5

class ResMan;
class ObjectMan;
class Text; // Text objects use sprites that are created internally at run-time
				 // the buffer belongs to Text, so we need a reference here.

class Screen {
public:
	Screen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan);
	~Screen(void);
	void useTextManager(Text *pTextMan);
	void draw(void);

	void quitScreen(void);
	void newScreen(uint32 screen);

	void setScrolling(int16 offsetX, int16 offsetY);
	void addToGraphicList(uint8 listId, uint32 objId);

	void fadeDownPalette(void);
	void fadeUpPalette(void);
	void fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp);
	bool stillFading(void);
	void fullRefresh(void);

	bool showScrollFrame(void);
	void updateScreen(void);
	void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = NULL, int8 fadeStatus = 0);

	void fnSetParallax(uint32 screen, uint32 resId);
	void fnFlash(uint8 color);
	void fnBorder(uint8 color);

#ifdef BACKEND_8BIT
	void plotYUV(byte *lut, int width, int height, byte *const *dat);
#endif



private:
	// for router debugging
	void drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
	void vline(uint16 x, uint16 y1, uint16 y2);
	void hline(uint16 x1, uint16 x2, uint16 y);
	void bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
	void bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
	void bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
	void bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2);

	void verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight);
	void blitBlockClear(uint16 x, uint16 y, uint8 *data);
	void renderParallax(uint8 *data);
	void processImage(uint32 id);
	void spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *sprWidth, uint16 *sprHeight, uint16 *incr);
	void drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
	void decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest);
	void decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest);
	void decompressTony(uint8 *src, uint32 compSize, uint8 *dest);
	void fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest);
	int32 inRange(int32 a, int32 b, int32 c);
	void fadePalette(void);

	OSystem *_system;
	ResMan *_resMan;
	ObjectMan *_objMan;
	Text *_textMan;

	uint16 _currentScreen;
	uint8  *_screenBuf;
	uint8  *_screenGrid;
	uint16 *_layerGrid[4];
	uint8  *_layerBlocks[4];
	uint8  *_parallax[2];
	uint8  _rleBuffer[RLE_BUFFER_SIZE];
	uint8  _shrinkBuffer[SHRINK_BUFFER_SIZE];
	bool   _fullRefresh;
	uint16 _oldScrollX, _oldScrollY; // for drawing additional frames

	uint32  _foreList[MAX_FORE];
	uint32  _backList[MAX_BACK];
	SortSpr _sortList[MAX_SORT];
	uint8   _foreLength, _backLength, _sortLength;
	uint16  _scrnSizeX, _scrnSizeY, _gridSizeX, _gridSizeY;
	
	static RoomDef _roomDefTable[TOTAL_ROOMS]; // from ROOMS.C (not const, see fnSetParallax)

	uint8 _targetPalette[256 * 4];
	uint8 _currentPalette[256 * 4]; // for fading
	uint8 _fadingStep;
	int8  _fadingDirection; // 1 for fade up, -1 for fade down
	bool _isBlack; // if the logic already faded down the palette, this is set to show the
				   // mainloop that no further fading is necessary.
};

} // End of namespace Sword1 

#endif //BSSCREEN_H