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graphics/macega.h
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graphics/macega.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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#ifndef GRAPHICS_MACEGA_H
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#define GRAPHICS_MACEGA_H
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namespace Graphics {
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// Each color has its own 2x2 dithering pattern. This array remaps them to the
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// color indexes for black and white. The order of the pixels is upper left,
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// upper right, lower left, lower right. I don't know if this is the standard
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// method, but it does seem to be what LucasArts used so maybe it's useful for
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// other games as well.
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//
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// One obvious candidate would be the Mac AGI games, though looking at
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// screenshots makes me suspect that they used 3x2 pixels for each color.
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const byte macEGADither[16][4] = {
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{ 0, 0, 0, 0 }, // Black
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{ 0, 0, 0, 15 }, // Blue
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{ 0, 0, 15, 0 }, // Green
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{ 0, 0, 15, 15 }, // Cyan
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{ 0, 15, 0, 0 }, // Red
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{ 0, 15, 0, 15 }, // Magenta
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{ 0, 15, 15, 0 }, // Brown
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{ 0, 15, 15, 15 }, // Light Gray
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{ 15, 0, 0, 0 }, // Dark Gray
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{ 15, 0, 0, 15 }, // Bright Blue
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{ 15, 0, 15, 0 }, // Bright Green
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{ 15, 0, 15, 15 }, // Bright Cyan
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{ 15, 15, 0, 0 }, // Bright Red
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{ 15, 15, 0, 15 }, // Bright Magenta
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{ 15, 15, 15, 0 }, // Bright Yellow
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{ 15, 15, 15, 15 } // White
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};
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} // end of namespace Graphics
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#endif // GRAPHICS_MACEGA_H
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