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/* Copyright (C) 1994-2005 Revolution Software Ltd
*
* 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.
*
* $Header$
*/
#include "common/stdafx.h"
#include "common/system.h"
#include "sword2/sword2.h"
#include "sword2/driver/d_draw.h"
namespace Sword2 {
/**
* Sets a table of palette indices which will be searched later for a quick
* palette match.
* @param data the palette match table
*/
void Graphics::updatePaletteMatchTable(byte *data) {
assert(data);
memcpy(_paletteMatch, data, PALTABLESIZE);
}
/**
* Matches a colour triplet to a palette index.
* @param r red colour component
* @param g green colour component
* @param b blue colour component
* @return the palette index of the closest matching colour in the palette
*/
// FIXME: This used to be inlined - probably a good idea - but the
// linker complained when I tried to use it in sprite.cpp.
uint8 Graphics::quickMatch(uint8 r, uint8 g, uint8 b) {
return _paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
}
/**
* Sets the palette.
* @param startEntry the first colour entry to set
* @param noEntries the number of colour entries to set
* @param colourTable the new colour entries
* @param fadeNow whether to perform the change immediately or delayed
*/
void Graphics::setPalette(int16 startEntry, int16 noEntries, byte *colourTable, uint8 fadeNow) {
assert(noEntries > 0);
memcpy(&_palette[4 * startEntry], colourTable, noEntries * 4);
if (fadeNow == RDPAL_INSTANT) {
_vm->_system->setPalette(_palette, startEntry, noEntries);
setNeedFullRedraw();
}
}
void Graphics::dimPalette(void) {
byte *p = _palette;
for (int i = 0; i < 256; i++) {
p[i * 4 + 0] /= 2;
p[i * 4 + 1] /= 2;
p[i * 4 + 2] /= 2;
}
_vm->_system->setPalette(p, 0, 256);
setNeedFullRedraw();
}
/**
* Fades the palette up from black to the current palette.
* @param time the time it will take the palette to fade up
*/
int32 Graphics::fadeUp(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
_fadeTotalTime = (int32) (time * 1000);
_fadeStatus = RDFADE_UP;
_fadeStartTime = _vm->_system->getMillis();
return RD_OK;
}
/**
* Fades the palette down to black from the current palette.
* @param time the time it will take the palette to fade down
*/
int32 Graphics::fadeDown(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
_fadeTotalTime = (int32) (time * 1000);
_fadeStatus = RDFADE_DOWN;
_fadeStartTime = _vm->_system->getMillis();
return RD_OK;
}
/**
* Get the current fade status
* @return RDFADE_UP (fading up), RDFADE_DOWN (fading down), RDFADE_NONE
* (not faded), or RDFADE_BLACK (completely faded down)
*/
uint8 Graphics::getFadeStatus(void) {
return _fadeStatus;
}
void Graphics::waitForFade(void) {
while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK) {
updateDisplay();
_vm->_system->delayMillis(20);
}
}
void Graphics::fadeServer(void) {
static int32 previousTime = 0;
byte fadePalette[256 * 4];
byte *newPalette = fadePalette;
int32 currentTime;
int16 fadeMultiplier;
int16 i;
// If we're not in the process of fading, do nothing.
if (getFadeStatus() != RDFADE_UP && getFadeStatus() != RDFADE_DOWN)
return;
// I don't know if this is necessary, but let's limit how often the
// palette is updated, just to be safe.
currentTime = _vm->_system->getMillis();
if (currentTime - previousTime <= 25)
return;
previousTime = currentTime;
if (getFadeStatus() == RDFADE_UP) {
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
_fadeStatus = RDFADE_NONE;
newPalette = _palette;
} else {
fadeMultiplier = (int16) (((int32) (currentTime - _fadeStartTime) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8;
newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8;
newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8;
}
}
} else {
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
_fadeStatus = RDFADE_BLACK;
memset(newPalette, 0, sizeof(fadePalette));
} else {
fadeMultiplier = (int16) (((int32) (_fadeTotalTime - (currentTime - _fadeStartTime)) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8;
newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8;
newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8;
}
}
}
_vm->_system->setPalette(newPalette, 0, 256);
setNeedFullRedraw();
}
} // End of namespace Sword2
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