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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SHERLOCK_SCREEN_H
#define SHERLOCK_SCREEN_H
#include "common/list.h"
#include "common/rect.h"
#include "sherlock/image_file.h"
#include "sherlock/surface.h"
#include "sherlock/resources.h"
#include "sherlock/saveload.h"
namespace Sherlock {
#define VGA_COLOR_TRANS(x) ((x) * 255 / 63)
#define BG_GREYSCALE_RANGE_END 229
#define BLACK 0
class SherlockEngine;
class Screen : public BaseSurface {
private:
uint32 _transitionSeed;
// Rose Tattoo fields
int _fadeBytesRead, _fadeBytesToRead;
int _oldFadePercent;
protected:
SherlockEngine *_vm;
Surface _backBuffer;
public:
Surface _backBuffer1, _backBuffer2;
bool _fadeStyle;
byte _cMap[PALETTE_SIZE];
byte _sMap[PALETTE_SIZE];
byte _tMap[PALETTE_SIZE];
bool _flushScreen;
Common::Point _currentScroll;
public:
static Screen *init(SherlockEngine *vm);
Screen(SherlockEngine *vm);
virtual ~Screen();
/**
* Obtain the currently active back buffer.
*/
Surface *getBackBuffer() { return &_backBuffer; }
/**
* Makes first back buffer active.
*/
void activateBackBuffer1();
/**
* Makes second back buffer active.
*/
void activateBackBuffer2();
/**
* Fades from the currently active palette to the passed palette
*/
int equalizePalette(const byte palette[PALETTE_SIZE]);
/**
* Fade out the palette to black
*/
void fadeToBlack(int speed = 2);
/**
* Fade in a given palette
*/
void fadeIn(const byte palette[PALETTE_SIZE], int speed = 2);
/**
* Do a random pixel transition in from _backBuffer surface to the screen
*/
void randomTransition();
/**
* Transition to the surface from _backBuffer using a vertical transition
*/
void verticalTransition();
/**
* Prints the text passed onto the back buffer at the given position and color.
* The string is then blitted to the screen
*/
void print(const Common::Point &pt, uint color, const char *formatStr, ...) GCC_PRINTF(4, 5);
/**
* Print a strings onto the back buffer without blitting it to the screen
*/
void gPrint(const Common::Point &pt, uint color, const char *formatStr, ...) GCC_PRINTF(4, 5);
/**
* Copies a section of the second back buffer into the main back buffer
*/
void restoreBackground(const Common::Rect &r);
/**
* Copies a given area to the screen
*/
void slamArea(int16 xp, int16 yp, int16 width, int16 height);
/**
* Copies a given area to the screen
*/
void slamRect(const Common::Rect &r);
/**
* Copy an image from the back buffer to the screen, taking care of both the
* new area covered by the shape as well as the old area, which must be restored
*/
void flushImage(ImageFrame *frame, const Common::Point &pt, int16 *xp, int16 *yp,
int16 *width, int16 *height);
/**
* Similar to flushImage, this method takes in an extra parameter for the scale proporation,
* which affects the calculated bounds accordingly
*/
void flushScaleImage(ImageFrame *frame, const Common::Point &pt, int16 *xp, int16 *yp,
int16 *width, int16 *height, int scaleVal);
/**
* Variation of flushImage/flushScaleImage that takes in and updates a rect
*/
void flushImage(ImageFrame *frame, const Common::Point &pt, Common::Rect &newBounds, int scaleVal);
/**
* Copies data from the back buffer to the screen
*/
void blockMove(const Common::Rect &r);
/**
* Copies the entire screen from the back buffer
*/
void blockMove();
/**
* Fills an area on the back buffer, and then copies it to the screen
*/
void vgaBar(const Common::Rect &r, int color);
/**
* Sets the active back buffer pointer to a restricted sub-area of the first back buffer
*/
void setDisplayBounds(const Common::Rect &r);
/**
* Resets the active buffer pointer to point back to the full first back buffer
*/
void resetDisplayBounds();
/**
* Return the size of the current display window
*/
Common::Rect getDisplayBounds();
/**
* Synchronize the data for a savegame
*/
void synchronize(Serializer &s);
/**
* Draws the given string into the back buffer using the images stored in _font
*/
virtual void writeString(const Common::String &str, const Common::Point &pt, uint overrideColor);
// Rose Tattoo specific methods
void initPaletteFade(int bytesToRead);
int fadeRead(Common::SeekableReadStream &stream, byte *buf, int totalSize);
/**
* Translate a palette from 6-bit RGB values to full 8-bit values suitable for passing
* to the underlying palette manager
*/
static void translatePalette(byte palette[PALETTE_SIZE]);
};
} // End of namespace Sherlock
#endif
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