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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 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/>.
*
*/
#ifndef SCUMM_GFX_H
#define SCUMM_GFX_H
#include "common/system.h"
#include "common/list.h"
#include "graphics/surface.h"
namespace Scumm {
class ScummEngine;
/*
* Bitmap compression algorithm labels
*/
#define BMCOMP_RAW256 1 // Raw pixels
#define BMCOMP_TOWNS_2 2
#define BMCOMP_TOWNS_3 3
#define BMCOMP_TOWNS_4 4
#define BMCOMP_TOWNS_7 7
#define BMCOMP_TRLE8BIT 8
#define BMCOMP_RLE8BIT 9
#define BMCOMP_PIX32 10 // Amiga 16/32 color compression
#define BMCOMP_ZIGZAG_V0 10 // Vertical
#define BMCOMP_ZIGZAG_V4 14
#define BMCOMP_ZIGZAG_V5 15
#define BMCOMP_ZIGZAG_V6 16
#define BMCOMP_ZIGZAG_V7 17
#define BMCOMP_ZIGZAG_V8 18
#define BMCOMP_ZIGZAG_H0 20 // Horizontal
#define BMCOMP_ZIGZAG_H4 24
#define BMCOMP_ZIGZAG_H5 25
#define BMCOMP_ZIGZAG_H6 26
#define BMCOMP_ZIGZAG_H7 27
#define BMCOMP_ZIGZAG_H8 28
#define BMCOMP_ZIGZAG_VT0 30 // Vertical with transparency
#define BMCOMP_ZIGZAG_VT4 34
#define BMCOMP_ZIGZAG_VT5 35
#define BMCOMP_ZIGZAG_VT6 36
#define BMCOMP_ZIGZAG_VT7 37
#define BMCOMP_ZIGZAG_VT8 38
#define BMCOMP_ZIGZAG_HT0 40 // Horizontal with transparency
#define BMCOMP_ZIGZAG_HT4 44
#define BMCOMP_ZIGZAG_HT5 45
#define BMCOMP_ZIGZAG_HT6 46
#define BMCOMP_ZIGZAG_HT7 47
#define BMCOMP_ZIGZAG_HT8 48
#define BMCOMP_MAJMIN_H0 60 // Major-Minor jump algorithm (-4 to +3)
#define BMCOMP_MAJMIN_H4 64
#define BMCOMP_MAJMIN_H5 65
#define BMCOMP_MAJMIN_H6 66
#define BMCOMP_MAJMIN_H7 67
#define BMCOMP_MAJMIN_H8 68
#define BMCOMP_MAJMIN_HT0 80 // Major-Minor jump algorithm (-4 to +3, with transparency)
#define BMCOMP_MAJMIN_HT4 84
#define BMCOMP_MAJMIN_HT5 85
#define BMCOMP_MAJMIN_HT6 86
#define BMCOMP_MAJMIN_HT7 87
#define BMCOMP_MAJMIN_HT8 88
#define BMCOMP_RMAJMIN_H0 100 // Run Major-Minor jump algorithm (-4 to +3)
#define BMCOMP_RMAJMIN_H4 104
#define BMCOMP_RMAJMIN_H5 105
#define BMCOMP_RMAJMIN_H6 106
#define BMCOMP_RMAJMIN_H7 107
#define BMCOMP_RMAJMIN_H8 108
#define BMCOMP_RMAJMIN_HT0 120 // Run Major-Minor jump algorithm (-4 to +3, with transparency)
#define BMCOMP_RMAJMIN_HT4 124
#define BMCOMP_RMAJMIN_HT5 125
#define BMCOMP_RMAJMIN_HT6 126
#define BMCOMP_RMAJMIN_HT7 127
#define BMCOMP_RMAJMIN_HT8 128
#define BMCOMP_NMAJMIN_H0 130 // New Major-Minor jump algorithm (-4 to +4)
#define BMCOMP_NMAJMIN_H4 134
#define BMCOMP_NMAJMIN_H5 135
#define BMCOMP_NMAJMIN_H6 136
#define BMCOMP_NMAJMIN_H7 137
#define BMCOMP_NMAJMIN_H8 138
#define BMCOMP_NMAJMIN_HT0 140 // New Major-Minor jump algorithm (-4 to +4, with transparency)
#define BMCOMP_NMAJMIN_HT4 144
#define BMCOMP_NMAJMIN_HT5 145
#define BMCOMP_NMAJMIN_HT6 146
#define BMCOMP_NMAJMIN_HT7 147
#define BMCOMP_NMAJMIN_HT8 148
#define BMCOMP_TPIX256 149 // Transparent raw pixels
#define BMCOMP_SOLID_COLOR_FILL 150
#define BMCOMP_CUSTOM_RU_TR 143
enum HerculesDimensions {
kHercWidth = 720,
kHercHeight = 350
};
/** Camera modes */
enum {
kNormalCameraMode = 1,
kFollowActorCameraMode = 2,
kPanningCameraMode = 3
};
/** Camera state data */
struct CameraData {
Common::Point _cur;
Common::Point _dest;
Common::Point _accel;
Common::Point _last;
int _leftTrigger, _rightTrigger;
byte _follows, _mode;
bool _movingToActor;
void reset() {
_cur.x = _cur.y = 0;
_dest.x = _dest.y = 0;
_accel.x = _accel.y = 0;
_last.x = _last.y = 0;
_leftTrigger = 0;
_rightTrigger = 0;
_follows = 0;
_mode = 0;
_movingToActor = 0;
}
};
/** Virtual screen identifiers */
enum VirtScreenNumber {
kMainVirtScreen = 0, // The 'stage'
kTextVirtScreen = 1, // In V0-V3 games: the area where text is printed
kVerbVirtScreen = 2, // The verb area
kBannerVirtScreen = 3 // The centered pause/restart/message banner area
};
/**
* In all Scumm games, one to four virtual screen (or 'windows') together make
* up the content of the actual screen. Thinking of virtual screens as fixed
* size, fixed location windows might help understanding them. Typical, in all
* scumm games there is either one single virtual screen covering the entire
* real screen (mostly in all newer games, e.g. Sam & Max, and all V7+ games).
* The classic setup consists of three virtual screens: one at the top of the
* screen, where all conversation texts are printed; then the main one (which
* I like calling 'the stage', since all the actors are doing their stuff
* there), and finally the lower part of the real screen is taken up by the
* verb area.
* Finally, in V5 games and some V6 games, it's almost the same as in the
* original games, except that there is no separate conversation area.
*
* Each of these virtual screens has a fixed number or id (see also
* \ref VirtScreenNumber).
*/
struct VirtScreen : Graphics::Surface {
/**
* The unique id of this screen (corresponds to its position in the
* ScummEngine:_virtscr array).
*/
VirtScreenNumber number;
/**
* Vertical position of the virtual screen. Tells how much the virtual
* screen is shifted along the y axis relative to the real screen.
*/
uint16 topline;
/**
* Horizontal scroll offset, tells how far the screen is scrolled to the
* right. Only used for the main screen. After all, verbs and the
* conversation text box don't have to scroll.
*/
uint16 xstart;
/**
* Flag indicating whether this screen has a back buffer or not. This is
* yet another feature which is only used by the main screen.
* Strictly spoken one could remove this variable and replace checks
* on it with checks on backBuf. But since some code needs to temporarily
* disable the backBuf (so it can abuse drawBitmap; see drawVerbBitmap()
* and useIm01Cursor()), we keep it (at least for now).
*/
bool hasTwoBuffers;
/**
* Pointer to the screen's back buffer, if it has one (see also
* the hasTwoBuffers member).
* The backBuf is used by drawBitmap to store the background graphics of
* the active room. This eases redrawing: whenever a portion of the screen
* has to be redrawn, first a copy from the backBuf content to screenPtr is
* performed. Then, any objects/actors in that area are redrawn atop that.
*/
byte *backBuf;
/**
* Array containing for each visible strip of this virtual screen the
* coordinate at which the dirty region of that strip starts.
* 't' stands for 'top' - the top coordinate of the dirty region.
* This together with bdirty is used to do efficient redrawing of
* the screen.
*/
uint16 tdirty[80 + 1];
/**
* Array containing for each visible strip of this virtual screen the
* coordinate at which the dirty region of that strip end.
* 'b' stands for 'bottom' - the bottom coordinate of the dirty region.
* This together with tdirty is used to do efficient redrawing of
* the screen.
*/
uint16 bdirty[80 + 1];
void clear() {
// FIXME: Call Graphics::Surface clear / constructor?
number = kMainVirtScreen;
topline = 0;
xstart = 0;
hasTwoBuffers = false;
backBuf = nullptr;
for (uint i = 0; i < ARRAYSIZE(tdirty); i++) tdirty[i] = 0;
for (uint i = 0; i < ARRAYSIZE(bdirty); i++) bdirty[i] = 0;
}
/**
* Convenience method to set the whole tdirty and bdirty arrays to one
* specific value each. This is mostly used to mark every as dirty in
* a single step, like so:
* vs->setDirtyRange(0, vs->height);
* or to mark everything as clean, like so:
* vs->setDirtyRange(0, 0);
*/
void setDirtyRange(int top, int bottom) {
for (int i = 0; i < 80 + 1; i++) {
tdirty[i] = top;
bdirty[i] = bottom;
}
}
byte *getPixels(int x, int y) const {
return (byte *)pixels + y * pitch + (xstart + x) * format.bytesPerPixel;
}
byte *getBackPixels(int x, int y) const {
return (backBuf != nullptr) ? (byte *)backBuf + y * pitch + (xstart + x) * format.bytesPerPixel : nullptr;
}
};
/** Palette cycles */
struct ColorCycle {
uint16 delay;
uint16 counter;
uint16 flags;
byte start;
byte end;
};
struct StripTable;
#define CHARSET_MASK_TRANSPARENCY 0xFD
#define CHARSET_MASK_TRANSPARENCY_32 0xFDFDFDFD
class Gdi {
protected:
ScummEngine *_vm;
byte _paletteMod;
byte *_roomPalette;
byte _transparentColor;
byte _decomp_shr, _decomp_mask;
uint32 _vertStripNextInc;
bool _zbufferDisabled;
/** Flag which is true when an object is being rendered, false otherwise. */
bool _objectMode;
public:
/** Flag which is true when loading objects or titles for distaff, in PCEngine version of Loom. */
bool _distaff;
int _numZBuffer;
int _imgBufOffs[8];
int32 _numStrips;
protected:
/* Bitmap decompressors */
bool decompressBitmap(byte *dst, int dstPitch, const byte *src, int numLinesToProcess);
void drawStripEGA(byte *dst, int dstPitch, const byte *src, int height) const;
void drawStripComplex(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripBasicH(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripBasicV(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripRaw(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void unkDecode8(byte *dst, int dstPitch, const byte *src, int height) const;
void unkDecode9(byte *dst, int dstPitch, const byte *src, int height) const;
void unkDecode10(byte *dst, int dstPitch, const byte *src, int height) const;
void unkDecode11(byte *dst, int dstPitch, const byte *src, int height) const;
void drawStrip3DO(byte *dst, int dstPitch, const byte *src, int height, const bool transpCheck) const;
void drawStripHE(byte *dst, int dstPitch, const byte *src, int width, int height, const bool transpCheck) const;
virtual void writeRoomColor(byte *dst, byte color) const;
/* Mask decompressors */
void decompressMaskImgOr(byte *dst, const byte *src, int height) const;
void decompressMaskImg(byte *dst, const byte *src, int height) const;
/* Misc */
int getZPlanes(const byte *smap_ptr, const byte *zplane_list[9], bool bmapImage) const;
virtual bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr);
virtual void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag);
virtual void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip);
public:
Gdi(ScummEngine *vm);
virtual ~Gdi();
virtual void setRenderModeColorMap(const byte *map) {}
virtual byte remapColorToRenderMode(byte col) const { return col; }
virtual void init();
virtual void roomChanged(byte *roomptr);
virtual void loadTiles(byte *roomptr);
void setTransparentColor(byte transparentColor) { _transparentColor = transparentColor; }
void drawBitmap(const byte *ptr, VirtScreen *vs, int x, int y, const int width, const int height,
int stripnr, int numstrip, byte flag);
#ifdef ENABLE_HE
void drawBMAPBg(const byte *ptr, VirtScreen *vs);
void drawBMAPObject(const byte *ptr, VirtScreen *vs, int obj, int x, int y, int w, int h);
#endif
byte *getMaskBuffer(int x, int y, int z);
void disableZBuffer() { _zbufferDisabled = true; }
void enableZBuffer() { _zbufferDisabled = false; }
void resetBackground(int top, int bottom, int strip);
enum DrawBitmapFlags {
dbAllowMaskOr = 1 << 0,
dbDrawMaskOnAll = 1 << 1,
dbObjectMode = 2 << 2
};
};
class GdiHE : public Gdi {
protected:
const byte *_tmskPtr;
protected:
void decompressTMSK(byte *dst, const byte *tmsk, const byte *src, int height) const;
void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag) override;
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip) override;
public:
GdiHE(ScummEngine *vm);
};
class GdiNES : public Gdi {
protected:
struct {
byte nametable[16][64], nametableObj[16][64];
byte attributes[64], attributesObj[64];
byte masktable[16][8], masktableObj[16][8];
int objX;
bool hasmask;
} _NES;
protected:
void decodeNESGfx(const byte *room);
void decodeNESObject(const byte *ptr, int xpos, int ypos, int width, int height);
void drawStripNES(byte *dst, byte *mask, int dstPitch, int stripnr, int top, int height);
void drawStripNESMask(byte *dst, int stripnr, int top, int height) const;
bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr) override;
void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag) override;
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip) override;
public:
GdiNES(ScummEngine *vm);
void roomChanged(byte *roomptr) override;
};
#ifdef USE_RGB_COLOR
class GdiPCEngine : public Gdi {
protected:
struct {
uint16 nametable[4096], nametableObj[512];
byte colortable[4096], colortableObj[512];
uint16 masktable[4096], masktableObj[512];
int maskIDSize;
int numTiles;
int numMasks;
byte *roomTiles, *staffTiles;
byte *masks;
} _PCE;
protected:
void decodePCEngineGfx(const byte *room);
void decodeStrip(const byte *ptr, uint16 *tiles, byte *colors, uint16 *masks, int numRows, bool isObject);
void setTileData(byte *tile, int index, byte byte0, byte byte1);
void decodePCEngineTileData(const byte *ptr);
void decodePCEngineMaskData(const byte *ptr);
void decodePCEngineObject(const byte *ptr, int xpos, int ypos, int width, int height);
void drawStripPCEngine(byte *dst, byte *mask, int dstPitch, int stripnr, int top, int height);
void drawStripPCEngineMask(byte *dst, int stripnr, int top, int height) const;
bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr) override;
void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag) override;
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip) override;
public:
GdiPCEngine(ScummEngine *vm);
~GdiPCEngine() override;
void loadTiles(byte *roomptr) override;
void roomChanged(byte *roomptr) override;
};
#endif
class GdiV1 : public Gdi {
protected:
/** Render settings which are specific to the v0/v1 graphic decoders. */
struct {
byte colors[4];
byte charMap[2048], objectMap[2048], picMap[4096], colorMap[4096];
byte maskMap[4096], maskChar[4096];
} _V1;
const byte *_colorMap = 0;
protected:
void decodeV1Gfx(const byte *src, byte *dst, int size) const;
void drawStripV1Object(byte *dst, int dstPitch, int stripnr, int width, int height);
void drawStripV1Background(byte *dst, int dstPitch, int stripnr, int height);
void drawStripV1Mask(byte *dst, int stripnr, int width, int height) const;
bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr) override;
void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag) override;
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip) override;
public:
GdiV1(ScummEngine *vm);
void setRenderModeColorMap(const byte *map) override;
byte remapColorToRenderMode(byte col) const override;
void roomChanged(byte *roomptr) override;
};
class GdiV2 : public Gdi {
protected:
/** For V2 games, we cache offsets into the room graphics, to speed up things. */
StripTable *_roomStrips;
protected:
StripTable *generateStripTable(const byte *src, int width, int height, StripTable *table) const;
bool drawStrip(byte *dstPtr, VirtScreen *vs,
int x, int y, const int width, const int height,
int stripnr, const byte *smap_ptr) override;
void decodeMask(int x, int y, const int width, const int height,
int stripnr, int numzbuf, const byte *zplane_list[9],
bool transpStrip, byte flag) override;
void prepareDrawBitmap(const byte *ptr, VirtScreen *vs,
const int x, const int y, const int width, const int height,
int stripnr, int numstrip) override;
public:
GdiV2(ScummEngine *vm);
~GdiV2() override;
void roomChanged(byte *roomptr) override;
};
#ifdef USE_RGB_COLOR
class GdiHE16bit : public GdiHE {
protected:
void writeRoomColor(byte *dst, byte color) const override;
public:
GdiHE16bit(ScummEngine *vm);
};
#endif
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
// Helper class for FM-Towns output (required for specific hardware effects like switching graphics layers on and off).
class TownsScreen {
public:
enum {
kDirtyRectsMax = 50,
kFullRedraw = (kDirtyRectsMax + 1)
};
public:
TownsScreen(OSystem *system);
~TownsScreen();
void setupLayer(int layer, int width, int height, int scaleW, int scaleH, int numCol, void *srcPal = 0);
void clearLayer(int layer);
void fillRect(int layer, int x, int y, int w, int h, int col);
void swapAreaWithBuffer(int layer, int x, int y, int w, int h, byte *buffer);
void addDirtyRect(int x, int y, int w, int h);
void toggleLayers(int flags);
void scrollLayer(int layer, int offset, int top, int bottom, bool fast);
void update();
bool isScrolling(int layer, int direction, int threshold = 0) const {
return (layer & ~1) ? false :
(direction == 0 ? (_layers[layer].scrollRemainder != threshold) :
(direction == 1 ? (_layers[layer].scrollRemainder > threshold) : (_layers[layer].scrollRemainder < threshold)));
}
uint8 *getLayerPixels(int layer, int x, int y) const;
int getLayerPitch(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].pitch; }
int getLayerWidth(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].width; }
int getLayerHeight(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].height; }
int getLayerBpp(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].bpp; }
int getLayerScaleW(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].scaleW; }
int getLayerScaleH(int layer) const { assert (layer >= 0 && layer < 2); return _layers[layer].scaleH; }
private:
struct TownsScreenLayer {
uint8 *pixels = nullptr;
uint8 *palette = nullptr;
int pitch = 0;
int width = 0;
int height = 0;
int bpp = 0;
int numCol = 0;
uint16 hScroll = 0;
uint8 scaleW = 0;
uint8 scaleH = 0;
int scrollRemainder = 0;
bool onBottom = false;
bool enabled = false;
bool ready = false;
uint16 *bltTmpPal= nullptr;
} _layers[2];
template<typename dstPixelType, typename srcPixelType, int scaleW, int scaleH, bool col4bit> void transferRect(uint8 *dst, int pitch, TownsScreenLayer *l, int x, int y, int w, int h);
template<typename dstPixelType> void updateScreenBuffer();
#ifdef USE_RGB_COLOR
void update16BitPalette();
uint16 calc16BitColor(const uint8 *palEntry);
#endif
int _height;
int _width;
bool _semiSmoothScroll;
Graphics::PixelFormat _pixelFormat;
int _numDirtyRects;
Common::List<Common::Rect> _dirtyRects;
OSystem *_system;
};
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE
class MajMinCodec {
public:
struct {
bool repeatMode;
int repeatCount;
byte color;
byte shift;
uint16 bits;
byte numBits;
const byte *dataPtr;
byte buffer[336];
} _majMinData;
void setupBitReader(byte shift, const byte *src);
void skipData(int32 numSkip);
void decodeLine(byte *buf, int32 numBytes, int32 dir);
inline byte readBits(byte n);
};
} // End of namespace Scumm
#endif
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