Initial commit
This commit is contained in:
162
engines/drascula/palette.cpp
Normal file
162
engines/drascula/palette.cpp
Normal file
@@ -0,0 +1,162 @@
|
||||
/* 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 3 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#include "graphics/paletteman.h"
|
||||
|
||||
#include "drascula/drascula.h"
|
||||
|
||||
namespace Drascula {
|
||||
|
||||
static const char colorTable[][3] = {
|
||||
{ 0, 0, 0 }, { 0x10, 0x3E, 0x28 },
|
||||
{ 0, 0, 0 }, // unused
|
||||
{ 0x16, 0x3F, 0x16 }, { 0x09, 0x3F, 0x12 },
|
||||
{ 0x3F, 0x3F, 0x15 },
|
||||
{ 0, 0, 0 }, // unused
|
||||
{ 0x38, 0, 0 }, { 0x3F, 0x27, 0x0B },
|
||||
{ 0x2A, 0, 0x2A }, { 0x30, 0x30, 0x30 },
|
||||
{ 98, 91, 100 }
|
||||
};
|
||||
|
||||
void DrasculaEngine::setRGB(byte *pal, int colorCount) {
|
||||
int x, cnt = 0;
|
||||
|
||||
for (x = 0; x < colorCount; x++) {
|
||||
gamePalette[x][0] = pal[cnt++] / 4;
|
||||
gamePalette[x][1] = pal[cnt++] / 4;
|
||||
gamePalette[x][2] = pal[cnt++] / 4;
|
||||
}
|
||||
setPalette((byte *)&gamePalette);
|
||||
}
|
||||
|
||||
void DrasculaEngine::black() {
|
||||
int color, component;
|
||||
DacPalette256 blackPalette;
|
||||
|
||||
for (color = 0; color < 256; color++)
|
||||
for (component = 0; component < 3; component++)
|
||||
blackPalette[color][component] = 0;
|
||||
|
||||
blackPalette[254][0] = 0x3F;
|
||||
blackPalette[254][1] = 0x3F;
|
||||
blackPalette[254][2] = 0x15;
|
||||
|
||||
setPalette((byte *)&blackPalette);
|
||||
}
|
||||
|
||||
void DrasculaEngine::setPalette(byte *PalBuf) {
|
||||
byte pal[256 * 3];
|
||||
|
||||
for (int i = 0; i < 3 * 256; ++i) {
|
||||
pal[i] = PalBuf[i] * 4;
|
||||
}
|
||||
|
||||
_system->getPaletteManager()->setPalette(pal, 0, 256);
|
||||
_system->updateScreen();
|
||||
}
|
||||
|
||||
void DrasculaEngine::color_abc(int cl) {
|
||||
_color = cl;
|
||||
|
||||
for (int i = 0; i <= 2; i++)
|
||||
gamePalette[254][i] = colorTable[cl][i];
|
||||
|
||||
setPalette((byte *)&gamePalette);
|
||||
}
|
||||
|
||||
signed char DrasculaEngine::adjustToVGA(signed char value) {
|
||||
return (value & 0x3F) * (value > 0);
|
||||
}
|
||||
|
||||
void DrasculaEngine::fadeToBlack(int fadeSpeed) {
|
||||
signed char fade;
|
||||
unsigned int color, component;
|
||||
|
||||
DacPalette256 palFade;
|
||||
|
||||
for (fade = 63; fade >= 0; fade--) {
|
||||
for (color = 0; color < 256; color++) {
|
||||
for (component = 0; component < 3; component++) {
|
||||
palFade[color][component] = adjustToVGA(gamePalette[color][component] - 63 + fade);
|
||||
}
|
||||
}
|
||||
pause(fadeSpeed);
|
||||
|
||||
setPalette((byte *)&palFade);
|
||||
|
||||
updateEvents();
|
||||
}
|
||||
}
|
||||
|
||||
void DrasculaEngine::fadeFromBlack(int fadeSpeed) {
|
||||
signed char fade;
|
||||
unsigned int color, component;
|
||||
|
||||
DacPalette256 palFade;
|
||||
|
||||
for (fade = 0; fade < 64; fade++) {
|
||||
for (color = 0; color < 256; color++) {
|
||||
for (component = 0; component < 3; component++) {
|
||||
palFade[color][component] = adjustToVGA(gamePalette[color][component] - 63 + fade);
|
||||
}
|
||||
}
|
||||
pause(fadeSpeed);
|
||||
|
||||
setPalette((byte *)&palFade);
|
||||
|
||||
updateEvents();
|
||||
}
|
||||
}
|
||||
|
||||
void DrasculaEngine::assignPalette(DacPalette256 pal) {
|
||||
int color, component;
|
||||
|
||||
for (color = 235; color < 253; color++)
|
||||
for (component = 0; component < 3; component++)
|
||||
pal[color][component] = gamePalette[color][component];
|
||||
}
|
||||
|
||||
void DrasculaEngine::setDefaultPalette(DacPalette256 pal) {
|
||||
int color, component;
|
||||
|
||||
for (color = 235; color < 253; color++) {
|
||||
for (component = 0; component < 3; component++) {
|
||||
gamePalette[color][component] = pal[color][component];
|
||||
}
|
||||
}
|
||||
setPalette((byte *)&gamePalette);
|
||||
}
|
||||
|
||||
void DrasculaEngine::setPaletteBase(int darkness) {
|
||||
signed char fade;
|
||||
unsigned int color, component;
|
||||
|
||||
for (fade = darkness; fade >= 0; fade--) {
|
||||
for (color = 235; color < 253; color++) {
|
||||
for (component = 0; component < 3; component++)
|
||||
gamePalette[color][component] = adjustToVGA(gamePalette[color][component] - 8 + fade);
|
||||
}
|
||||
}
|
||||
|
||||
setPalette((byte *)&gamePalette);
|
||||
}
|
||||
|
||||
} // End of namespace Drascula
|
||||
Reference in New Issue
Block a user