26 #include "common/scummsys.h" 27 #include "sky/skydefs.h" 41 struct DataFileHeader;
43 #define SCROLL_JUMP 16 44 #define VGA_COLORS 256 45 #define GAME_COLORS 240 60 void setPalette(uint8 *pal);
61 void setPaletteEndian(uint8 *pal);
62 void setPalette(uint16 fileNum);
63 void paletteFadeUp(uint8 *pal);
64 void paletteFadeUp(uint16 fileNr);
66 void showScreen(uint16 fileNum,
bool fullscreen =
false);
67 void showScreen(uint8 *pScreen,
bool fullscreen =
false);
70 void startSequence(uint16 fileNum);
71 void startSequenceItem(uint16 itemNum);
73 bool sequenceRunning() {
return _seqInfo.running; }
74 void processSequence();
75 void waitForSequence();
76 uint32 seqFramesLeft() {
return _seqInfo.framesLeft; }
77 uint8 *giveCurrent() {
return _currentScreen; }
81 void forceRefresh() { memset(_gameGrid, 0x80, GRID_X * GRID_Y); }
82 void fnFadeUp(uint32 palNum, uint32 scroll);
83 void fnFadeDown(uint32 scroll);
84 void fnDrawScreen(uint32 palette, uint32 scroll);
85 void clearScreen(
bool fullscreen =
false);
89 void flip(
bool doUpdate =
true);
93 void paintBox(uint16 x, uint16 y);
94 void showGrid(uint8 *gridBuf);
100 static uint8 _top16Colors[16 * 3];
101 uint8 _palette[VGA_COLORS * 3];
102 uint32 _currentPalette;
103 uint8 _seqGrid[20 * 12];
108 uint8 *_currentScreen;
109 uint8 *_scrollScreen;
115 volatile bool running;
120 void convertPalette(uint8 *inPal, uint8* outPal);
121 void palette_fadedown_helper(uint8 *pal, uint num);
125 uint32 _sprWidth, _sprHeight, _sprX, _sprY, _maskX1, _maskX2;
126 void doSprites(uint8 layer);
128 void drawSprite(uint8 *spriteData,
Compact *sprCompact);
130 void vertMaskSub(uint16 *grid, uint32 gridOfs, uint8 *screenPtr, uint32 layerId);
131 void vectorToGame(uint8 gridVal);
Definition: algorithm.h:29
Definition: autoroute.h:28