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engines/sherlock/screen.h
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203
engines/sherlock/screen.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SHERLOCK_SCREEN_H
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#define SHERLOCK_SCREEN_H
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#include "common/list.h"
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#include "common/rect.h"
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#include "sherlock/image_file.h"
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#include "sherlock/surface.h"
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#include "sherlock/resources.h"
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#include "sherlock/saveload.h"
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namespace Sherlock {
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#define BG_GREYSCALE_RANGE_END 229
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#define BLACK 0
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class SherlockEngine;
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class Screen : public BaseSurface {
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private:
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uint32 _transitionSeed;
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// Rose Tattoo fields
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int _fadeBytesRead, _fadeBytesToRead;
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int _oldFadePercent;
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protected:
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SherlockEngine *_vm;
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Surface _backBuffer;
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public:
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Surface _backBuffer1, _backBuffer2;
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bool _fadeStyle;
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byte _cMap[Graphics::PALETTE_SIZE];
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byte _sMap[Graphics::PALETTE_SIZE];
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byte _tMap[Graphics::PALETTE_SIZE];
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bool _flushScreen;
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Common::Point _currentScroll;
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public:
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static Screen *init(SherlockEngine *vm);
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Screen(SherlockEngine *vm);
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~Screen() override;
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/**
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* Obtain the currently active back buffer.
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*/
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Surface *getBackBuffer() { return &_backBuffer; }
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/**
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* Makes first back buffer active.
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*/
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void activateBackBuffer1();
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/**
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* Makes second back buffer active.
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*/
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void activateBackBuffer2();
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/**
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* Fades from the currently active palette to the passed palette
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*/
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int equalizePalette(const byte palette[Graphics::PALETTE_SIZE]);
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/**
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* Fade out the palette to black
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*/
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void fadeToBlack(int speed = 2);
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/**
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* Fade in a given palette
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*/
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void fadeIn(const byte palette[Graphics::PALETTE_SIZE], int speed = 2);
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/**
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* Do a random pixel transition in from _backBuffer surface to the screen
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*/
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void randomTransition();
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/**
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* Transition to the surface from _backBuffer using a vertical transition
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*/
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void verticalTransition();
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/**
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* Prints the text passed onto the back buffer at the given position and color.
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* The string is then blitted to the screen
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*/
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void print(const Common::Point &pt, uint color, MSVC_PRINTF const char *formatStr, ...) GCC_PRINTF(4, 5);
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/**
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* Print a strings onto the back buffer without blitting it to the screen
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*/
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void gPrint(const Common::Point &pt, uint color, MSVC_PRINTF const char *formatStr, ...) GCC_PRINTF(4, 5);
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/**
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* Copies a section of the second back buffer into the main back buffer
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*/
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void restoreBackground(const Common::Rect &r);
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/**
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* Copies a given area to the screen
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*/
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void slamArea(int16 xp, int16 yp, int16 width, int16 height);
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/**
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* Copies a given area to the screen
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*/
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void slamRect(const Common::Rect &r);
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/**
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* Copy an image from the back buffer to the screen, taking care of both the
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* new area covered by the shape as well as the old area, which must be restored
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*/
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void flushImage(ImageFrame *frame, const Common::Point &pt, int16 *xp, int16 *yp,
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int16 *width, int16 *height);
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/**
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* Similar to flushImage, this method takes in an extra parameter for the scale proporation,
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* which affects the calculated bounds accordingly
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*/
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void flushScaleImage(ImageFrame *frame, const Common::Point &pt, int16 *xp, int16 *yp,
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int16 *width, int16 *height, int scaleVal);
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/**
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* Variation of flushImage/flushScaleImage that takes in and updates a rect
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*/
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void flushImage(ImageFrame *frame, const Common::Point &pt, Common::Rect &newBounds, int scaleVal);
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/**
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* Copies data from the back buffer to the screen
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*/
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void blockMove(const Common::Rect &r);
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/**
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* Copies the entire screen from the back buffer
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*/
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void blockMove();
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/**
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* Fills an area on the back buffer, and then copies it to the screen
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*/
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void vgaBar(const Common::Rect &r, int color);
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/**
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* Sets the active back buffer pointer to a restricted sub-area of the first back buffer
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*/
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void setDisplayBounds(const Common::Rect &r);
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/**
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* Resets the active buffer pointer to point back to the full first back buffer
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*/
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void resetDisplayBounds();
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/**
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* Return the size of the current display window
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*/
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Common::Rect getDisplayBounds();
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/**
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* Synchronize the data for a savegame
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*/
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void synchronize(Serializer &s);
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/**
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* Draws the given string into the back buffer using the images stored in _font
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*/
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void writeString(const Common::String &str, const Common::Point &pt, uint overrideColor);
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// Rose Tattoo specific methods
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void initPaletteFade(int bytesToRead);
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int fadeRead(Common::SeekableReadStream &stream, byte *buf, int totalSize);
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/**
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* Translate a palette from 6-bit RGB values to full 8-bit values suitable for passing
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* to the underlying palette manager
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*/
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static void translatePalette(byte palette[Graphics::PALETTE_SIZE]);
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};
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} // End of namespace Sherlock
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#endif
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