Files
scummvm-cursorfix/engines/ags/engine/ac/global_palette.cpp
2026-02-02 04:50:13 +01:00

79 lines
2.1 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/draw.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_palette.h"
#include "ags/shared/util/wgt2_allg.h"
namespace AGS3 {
void CyclePalette(int strt, int eend) {
// hi-color game must invalidate screen since the palette changes
// the effect of the drawing operations
if (_GP(game).color_depth > 1)
invalidate_screen();
if ((strt < 0) || (strt > 255) || (eend < 0) || (eend > 255))
quit("!CyclePalette: start and end must be 0-255");
if (eend > strt) {
// forwards
wcolrotate(strt, eend, 0, _G(palette));
set_palette_range(_G(palette), strt, eend, 0);
} else {
// backwards
wcolrotate(eend, strt, 1, _G(palette));
set_palette_range(_G(palette), eend, strt, 0);
}
}
void SetPalRGB(int inndx, int rr, int gg, int bb) {
if (_GP(game).color_depth > 1)
invalidate_screen();
wsetrgb(inndx, rr, gg, bb, _G(palette));
set_palette_range(_G(palette), inndx, inndx, 0);
}
/*void scSetPal(color*pptr) {
wsetpalette(0,255,pptr);
}
void scGetPal(color*pptr) {
get_palette(pptr);
}*/
void UpdatePalette() {
if (_GP(game).color_depth > 1)
invalidate_screen();
if (!_GP(play).fast_forward)
setpal();
}
} // namespace AGS3