/* 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 M4_GRAPHICS_KRN_PAL_H #define M4_GRAPHICS_KRN_PAL_H #include "m4/m4_types.h" #include "m4/adv_r/adv_hotspot.h" #include "m4/wscript/ws_machine.h" namespace M4 { #define TO_GREY (int32)0 #define TO_COLOR (int32)1 #define TO_BLACK (int32)2 struct KernelPal_Globals { RGB8 _myFXPalette[256]; bool _myCycleReq = false; bool _myCycleFinished = true; bool _myCycleDACrefresh = false; int32 _myCycleDelayTicks = 6; // 10 times a second int32 _myCycleStartTime = 0; int32 _myCycleEndTime = 0; int32 _myCycleEndDelayTime = 0; int32 _myCycleStartIndex = 0; int32 _myCycleEndIndex = 0; int32 _myCycleTrigger = 0; int32 _myCycleNeverStopCycling = false; bool _myFadeReq = false; bool _myFadeFinished = true; bool _myFadeDACrefresh = false; int32 _myFadeDelayTicks = 3; // 20 times a second int32 _myFadeStartTime = 0; int32 _myFadeEndTime = 0; int32 _myFadeEndDelayTime = 0; int32 _myFadeStartIndex = 0; int32 _myFadeEndIndex = 0; int32 _myFadeTrigger = 0; frac16 _myFadeStartPercentFrac = 0x10000; frac16 _myFadeCurrPercentFrac = 0x10000; frac16 _myFadePercentFrac = 0; HotSpotRec *_exam_saved_hotspots = nullptr; RGB8 *_fadeToMe = nullptr; RGB8 *_trick = nullptr; RGB8 *_picPal = nullptr; int32 _seriesHash = 0; machine *_seriesAnim8 = nullptr; uint8 _translation[64]; int32 _colorAreaX1 = -1; int32 _colorAreaY1 = -1; int32 _colorAreaX2 = -1; int32 _colorAreaY2 = -1; int32 _greyAreaX1 = -1; int32 _greyAreaY1 = -1; int32 _greyAreaX2 = -1; int32 _greyAreaY2 = -1; bool _greyVideoMode = false; }; void pal_fade_set_start(RGB8 *origPalette, int32 percent); void pal_fade_set_start(int32 percent); void pal_fade_init(RGB8 *origPalette, int32 firstPalEntry, int32 lastPalEntry, int32 targetPercent, int32 numTicks, int32 triggerNum); void pal_fade_init(int32 firstPalEntry, int32 lastPalEntry, int32 targetPercent, int32 numTicks, int32 triggerNum); void disable_player_commands_and_fade_init(int trigger); void pal_cycle_init(int32 firstPalEntry, int32 lastPalEntry, int32 delayTicks, int32 totalTicks = -1, int32 triggerNum = -1); /** * Returns true if color cycling is on */ bool pal_cycle_active(); /** * Stops color cycling */ void pal_cycle_stop(); /** * Starts color cycling */ void pal_cycle_resume(); /** * Handles fading and cycling */ void pal_fx_update(); /** * This is used to effect the screen colours (not the master palette) temporarily * until something else updates the DAC e.g. refresh_DAC() */ void DAC_tint_range(const RGB8 *tintColor, int32 percent, int32 firstPalEntry, int32 lastPalEntry, bool transparent); void kernel_examine_inventory_object(const char *picName, RGB8 *pal, int steps, int delay, int32 x, int32 y, int32 trigger, const char *digiName, int32 digiTrigger); void kernel_examine_inventory_object(const char *picName, int steps, int delay, int32 x, int32 y, int32 triggerNum, const char *digiName = nullptr, int32 digiTrigger = -1); void kernel_unexamine_inventory_object(RGB8 *pal, int steps, int delay); void remap_buffer_with_luminance_map(Buffer *src, int32 x1, int32 y1, int32 x2, int32 y2); void krn_SetGreyVideoMode(int32 grey_x1, int32 grey_y1, int32 grey_x2, int32 grey_y2, int32 color_x1, int32 color_y1, int32 color_x2, int32 color_y2); void krn_UnsetGreyVideoMode(void); bool krn_GetGreyMode(void); void krn_UpdateGreyArea(Buffer *greyOutThisBuffer, int32 scrnX, int32 scrnY, int32 greyX1, int32 greyY1, int32 greyX2, int32 greyY2); void krn_ChangeBufferLuminance(Buffer *target, int32 percent); void krn_pal_game_task(); void krn_fade_from_grey(RGB8 *pal, int32 steps, int32 delay, int32 fadeType); void krn_fade_to_grey(RGB8 *pal, int32 steps, int32 delay); } // namespace M4 #endif