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engines/ultima/ultima8/gfx/palette_fader_process.h
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75
engines/ultima/ultima8/gfx/palette_fader_process.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 ULTIMA8_GFX_PALETTEFADERPROCESS_H
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#define ULTIMA8_GFX_PALETTEFADERPROCESS_H
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#include "ultima/ultima8/kernel/process.h"
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#include "ultima/ultima8/gfx/palette_manager.h"
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#include "ultima/ultima8/usecode/intrinsics.h"
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#include "ultima/ultima8/misc/classtype.h"
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namespace Ultima {
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namespace Ultima8 {
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/** A process to fade the palette from one transform matrix to another */
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class PaletteFaderProcess : public Process {
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int _priority;
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int32 _counter;
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int32 _maxCounter;
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int16 _oldMatrix[12]; // Fixed point -4.11
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int16 _newMatrix[12];
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public:
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static PaletteFaderProcess *_fader;
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// p_dynamic_class stuff
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ENABLE_RUNTIME_CLASSTYPE()
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PaletteFaderProcess();
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PaletteFaderProcess(PalTransforms trans, int priority, int frames);
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PaletteFaderProcess(uint32 rgba, bool from, int priority, int frames, bool current);
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PaletteFaderProcess(const int16 from[12], const int16 to[12], int priority, int frames);
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~PaletteFaderProcess(void) override;
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void run() override;
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INTRINSIC(I_fadeToPaletteTransform);
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INTRINSIC(I_fadeToBlack);
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INTRINSIC(I_fadeFromWhite);
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INTRINSIC(I_fadeToWhite);
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INTRINSIC(I_fadeFromBlack);
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INTRINSIC(I_lightningBolt);
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INTRINSIC(I_fadeToGreyScale);
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INTRINSIC(I_fadeToGivenColor);
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INTRINSIC(I_fadeToGamePal);
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INTRINSIC(I_jumpToGreyScale);
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INTRINSIC(I_jumpToAllBlack);
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INTRINSIC(I_jumpToAllWhite);
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INTRINSIC(I_jumpToAllGivenColor);
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INTRINSIC(I_jumpToNormalPalette);
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bool loadData(Common::ReadStream *rs, uint32 version);
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void saveData(Common::WriteStream *ws) override;
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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