ScummVM API documentation
screen.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22#ifndef SWORD1_SCREEN_H
23#define SWORD1_SCREEN_H
24
25#include "sword1/sworddefs.h"
26#include "common/mutex.h"
27
28class OSystem;
29
30namespace Sword1 {
31
32#define MAX_FORE 20
33#define MAX_BACK 20
34#define MAX_SORT 20
35
36struct SortSpr {
37 int32 id, y;
38};
39
40struct RoomDef {
41 int totalLayers;
42 int sizeX;
43 int sizeY;
44 int gridWidth; //number of 16*16 grid blocks across - including off screen edges.
45 uint32 layers[4];
46 uint32 grids[3];
47 uint32 palettes[2];
48 uint32 parallax[2];
49};
50
51struct PSXDataCache { // Cache for PSX screen, to avoid decompressing background at every screen update
52 uint8 *decodedBackground;
53 uint8 *extPlxCache; // If this screen requires an external parallax, save it here
54};
55
56#define SCRNGRID_X 16
57#define SCRNGRID_Y 8
58#define SHRINK_BUFFER_SIZE 50000
59#define RLE_BUFFER_SIZE 50000
60
61#define FLASH_RED 0
62#define FLASH_BLUE 1
63#define BORDER_YELLOW 2
64#define BORDER_GREEN 3
65#define BORDER_PURPLE 4
66#define BORDER_BLACK 5
67#define TEXT_WHITE 6
68
69class SwordEngine;
70class ResMan;
71class ObjectMan;
72class Text; // Text objects use sprites that are created internally at run-time
73 // the buffer belongs to Text, so we need a reference here.
74
75class Screen {
76 friend class Text;
77public:
78 Screen(OSystem *system, SwordEngine *vm, ResMan *pResMan, ObjectMan *pObjMan);
79 ~Screen();
80 void clearScreen();
81 void useTextManager(Text *pTextMan);
82 void draw();
83 void initFadePaletteServer();
84
85 void quitScreen();
86 void newScreen(uint32 screen);
87
88 void setScrolling(int16 offsetX, int16 offsetY);
89 void addToGraphicList(uint8 listId, uint32 objId);
90
91 void startFadePaletteDown(int speed);
92 void startFadePaletteUp(int speed);
93 void fadePalette();
94 void fnSetPalette(uint8 start, uint16 length, uint32 id);
95 void fnSetFadeTargetPalette(uint8 start, uint16 length, uint32 id, int singleColor = -1);
96 int16 stillFading();
97 void fullRefresh(bool soft = false);
98 void setNextFadeOutToBlack();
99
100 bool showScrollFrame();
101 void updateScreen();
102 void showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask = nullptr, int8 fadeStatus = 0);
103
104 void fnSetParallax(uint32 screen, uint32 resId);
105 void fnFlash(uint8 color);
106
107 static void decompressHIF(uint8 *src, uint8 *dest);
108
109 void printDebugLine(uint8 *ascii, uint8 first, int x, int y);
110
111 // Functions used by the router debug visualization routines
112 void plotLine(int32 x1, int32 y1, int32 x2, int32 y2, uint8 color);
113 void plotPoint(int32 x, int32 y, uint8 color);
114 void bresenhamLine(int32 x1, int32 y1, int32 x2, int32 y2, uint8 color);
115
116 Common::Mutex _screenAccessMutex; // To coordinate actions between the main thread and the palette fade thread
117
118private:
119 // The original values are 6-bit RGB numbers, so they have to be shifted,
120 // except for white, which for some reason has to stay unshifted in order
121 // to work correctly.
122 const uint8 _white[3] = { 63, 63, 63 };
123 const uint8 _red[3] = { 63 << 2, 0 << 2, 0 << 2 };
124 const uint8 _blue[3] = { 0 << 2, 0 << 2, 63 << 2 };
125 const uint8 _yellow[3] = { 63 << 2, 63 << 2, 0 << 2 };
126 const uint8 _green[3] = { 0 << 2, 63 << 2, 0 << 2 };
127 const uint8 _purple[3] = { 32 << 2, 0 << 2, 32 << 2 };
128 const uint8 _black[3] = { 0 << 2, 0 << 2, 0 << 2 };
129 //const uint8 _grey[3] = { 32 << 2, 32 << 2, 32 << 2 };
130
131 struct PaletteFadeInfo {
132 int16 paletteStatus;
133 int16 paletteIndex;
134 int16 paletteCount;
135 int16 fadeCount;
136 uint8 srcPalette[256 * 3];
137 uint8 dstPalette[256 * 3];
138 };
139
140 PaletteFadeInfo _paletteFadeInfo;
141
142 void verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight);
143 void blitBlockClear(uint16 x, uint16 y, uint8 *data);
144 void renderParallax(uint8 *data);
145 void processImage(uint32 id);
146 void spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *sprWidth, uint16 *sprHeight, uint16 *incr);
147 void drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
148 void drawPsxHalfShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
149 void drawPsxFullShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
150 uint8 *psxBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres);
151 uint8 *psxShrinkedBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres);
152 void fetchPsxParallaxSize(uint8 *psxParallax, uint16 *paraSizeX, uint16 *paraSizeY);
153 void drawPsxParallax(uint8 *psxParallax, uint16 paraScrlX, uint16 scrnScrlX, uint16 scrnWidth);
154 void decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest);
155 void decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest);
156 void decompressTony(uint8 *src, uint32 compSize, uint8 *dest);
157 void fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest);
158
159 void flushPsxCache();
160
161 OSystem *_system;
162 SwordEngine *_vm;
163 ResMan *_resMan;
164 ObjectMan *_objMan;
165 Text *_textMan;
166
167 uint16 _currentScreen;
168 uint8 *_screenBuf;
169 uint8 *_screenGrid;
170 uint16 *_layerGrid[4];
171 uint8 *_layerBlocks[4];
172 uint8 *_parallax[2];
173 uint8 _rleBuffer[RLE_BUFFER_SIZE];
174 uint8 _shrinkBuffer[SHRINK_BUFFER_SIZE];
175 bool _fullRefresh;
176 bool _updatePalette;
177 uint16 _oldScrollX, _oldScrollY; // for drawing additional frames
178
179 PSXDataCache _psxCache; // Cache used for PSX backgrounds
180
181 uint32 _foreList[MAX_FORE];
182 uint32 _backList[MAX_BACK];
183 SortSpr _sortList[MAX_SORT];
184 uint8 _foreLength, _backLength, _sortLength;
185 uint16 _scrnSizeX, _scrnSizeY, _gridSizeX, _gridSizeY;
186
187 static RoomDef _roomDefTable[TOTAL_ROOMS]; // from ROOMS.C (not const, see fnSetParallax)
188
189 uint8 _targetPalette[256 * 3];
190 uint8 _currentPalette[256 * 3]; // for fading
191 uint8 _zeroPalette[256 * 3];
192
193 bool _forceNextFadeOutToBlack = false;
194};
195
196} // End of namespace Sword1
197
198#endif //BSSCREEN_H
Definition: mutex.h:67
Definition: system.h:166
Definition: objectman.h:33
Definition: resman.h:65
Definition: screen.h:75
Definition: sword1.h:104
Definition: text.h:48
Definition: animation.h:38
Definition: screen.h:51
Definition: screen.h:40
Definition: screen.h:36