/* 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 SWORD1_SCREEN_H #define SWORD1_SCREEN_H #include "sword1/sworddefs.h" #include "common/mutex.h" class OSystem; namespace Sword1 { #define MAX_FORE 20 #define MAX_BACK 20 #define MAX_SORT 20 struct SortSpr { int32 id, y; }; struct RoomDef { int totalLayers; int sizeX; int sizeY; int gridWidth; //number of 16*16 grid blocks across - including off screen edges. uint32 layers[4]; uint32 grids[3]; uint32 palettes[2]; uint32 parallax[2]; }; struct PSXDataCache { // Cache for PSX screen, to avoid decompressing background at every screen update uint8 *decodedBackground; uint8 *extPlxCache; // If this screen requires an external parallax, save it here }; #define SCRNGRID_X 16 #define SCRNGRID_Y 8 #define SHRINK_BUFFER_SIZE 50000 #define RLE_BUFFER_SIZE 50000 #define FLASH_RED 0 #define FLASH_BLUE 1 #define BORDER_YELLOW 2 #define BORDER_GREEN 3 #define BORDER_PURPLE 4 #define BORDER_BLACK 5 #define TEXT_WHITE 6 class SwordEngine; class ResMan; class ObjectMan; class Text; // Text objects use sprites that are created internally at run-time // the buffer belongs to Text, so we need a reference here. class Screen { friend class Text; public: Screen(OSystem *system, SwordEngine *vm, ResMan *pResMan, ObjectMan *pObjMan); ~Screen(); void clearScreen(); void useTextManager(Text *pTextMan); void draw(); void initFadePaletteServer(); void quitScreen(); void newScreen(uint32 screen); void setScrolling(int16 offsetX, int16 offsetY); void addToGraphicList(uint8 listId, uint32 objId); void startFadePaletteDown(int speed); void startFadePaletteUp(int speed); void fadePalette(); void fnSetPalette(uint8 start, uint16 length, uint32 id); void fnSetFadeTargetPalette(uint8 start, uint16 length, uint32 id, int singleColor = -1); int16 stillFading(); void fullRefresh(bool soft = false); void setNextFadeOutToBlack(); bool showScrollFrame(); void updateScreen(); void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = nullptr, int8 fadeStatus = 0); void fnSetParallax(uint32 screen, uint32 resId); void fnFlash(uint8 color); static void decompressHIF(uint8 *src, uint8 *dest); void printDebugLine(uint8 *ascii, uint8 first, int x, int y); // Functions used by the router debug visualization routines void plotLine(int32 x1, int32 y1, int32 x2, int32 y2, uint8 color); void plotPoint(int32 x, int32 y, uint8 color); void bresenhamLine(int32 x1, int32 y1, int32 x2, int32 y2, uint8 color); Common::Mutex _screenAccessMutex; // To coordinate actions between the main thread and the palette fade thread private: // The original values are 6-bit RGB numbers, so they have to be shifted, // except for white, which for some reason has to stay unshifted in order // to work correctly. const uint8 _white[3] = { 63, 63, 63 }; const uint8 _red[3] = { 63 << 2, 0 << 2, 0 << 2 }; const uint8 _blue[3] = { 0 << 2, 0 << 2, 63 << 2 }; const uint8 _yellow[3] = { 63 << 2, 63 << 2, 0 << 2 }; const uint8 _green[3] = { 0 << 2, 63 << 2, 0 << 2 }; const uint8 _purple[3] = { 32 << 2, 0 << 2, 32 << 2 }; const uint8 _black[3] = { 0 << 2, 0 << 2, 0 << 2 }; //const uint8 _grey[3] = { 32 << 2, 32 << 2, 32 << 2 }; struct PaletteFadeInfo { int16 paletteStatus; int16 paletteIndex; int16 paletteCount; int16 fadeCount; uint8 srcPalette[256 * 3]; uint8 dstPalette[256 * 3]; }; PaletteFadeInfo _paletteFadeInfo; void verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight); void blitBlockClear(uint16 x, uint16 y, uint8 *data); void renderParallax(uint8 *data); void processImage(uint32 id); void spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *sprWidth, uint16 *sprHeight, uint16 *incr); void drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch); void drawPsxHalfShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch); void drawPsxFullShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch); uint8 *psxBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres); uint8 *psxShrinkedBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres); void fetchPsxParallaxSize(uint8 *psxParallax, uint16 *paraSizeX, uint16 *paraSizeY); void drawPsxParallax(uint8 *psxParallax, uint16 paraScrlX, uint16 scrnScrlX, uint16 scrnWidth); void decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest); void decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest); void decompressTony(uint8 *src, uint32 compSize, uint8 *dest); void fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest); void flushPsxCache(); OSystem *_system; SwordEngine *_vm; ResMan *_resMan; ObjectMan *_objMan; Text *_textMan; uint16 _currentScreen; uint8 *_screenBuf; uint8 *_screenGrid; uint16 *_layerGrid[4]; uint8 *_layerBlocks[4]; uint8 *_parallax[2]; uint8 _rleBuffer[RLE_BUFFER_SIZE]; uint8 _shrinkBuffer[SHRINK_BUFFER_SIZE]; bool _fullRefresh; bool _updatePalette; uint16 _oldScrollX, _oldScrollY; // for drawing additional frames PSXDataCache _psxCache; // Cache used for PSX backgrounds uint32 _foreList[MAX_FORE]; uint32 _backList[MAX_BACK]; SortSpr _sortList[MAX_SORT]; uint8 _foreLength, _backLength, _sortLength; uint16 _scrnSizeX, _scrnSizeY, _gridSizeX, _gridSizeY; static RoomDef _roomDefTable[TOTAL_ROOMS]; // from ROOMS.C (not const, see fnSetParallax) uint8 _targetPalette[256 * 3]; uint8 _currentPalette[256 * 3]; // for fading uint8 _zeroPalette[256 * 3]; bool _forceNextFadeOutToBlack = false; }; } // End of namespace Sword1 #endif //BSSCREEN_H