/* 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 . * */ #ifndef DGDS_GAME_PALETTES_H #define DGDS_GAME_PALETTES_H #include "common/error.h" #include "common/str.h" #include "common/serializer.h" #include "graphics/palette.h" namespace Dgds { class Decompressor; class ResourceManager; class DgdsPal : public Graphics::Palette { public: DgdsPal(); virtual ~DgdsPal() {} const Common::String &getName() { return _name; } void setName(const Common::String &name) { _name = name; } private: Common::String _name; }; class GamePalettes { public: GamePalettes(ResourceManager *resourceMan, Decompressor *decompressor); int loadPalette(const Common::String &filename); void selectPalNum(int num); void setPalette(); void clearPalette(); // Reset the list to the post-game-load state (1 palette loaded) void reset(); // Fade the colors in the current palette toward black. Start at col, and fade ncols of the palette. // Add coloff to the result to move toward white. void setFade(int col, int ncols, int coloff, int fade); Common::Error syncState(Common::Serializer &s); uint getCurPalNum() const { return _curPalNum; } const DgdsPal &getCurPal() const { return _curPal; } private: ResourceManager *_resourceMan; Decompressor *_decompressor; DgdsPal _curPal; uint _curPalNum; Common::Array _palettes; }; } // end namespace Dgds #endif // DGDS_GAME_PALETTES_H