scummvm/backends/platform/PalmOS/Src/builder/scumm/bl_gfx.c
2006-07-06 21:44:48 +00:00

111 lines
No EOL
2.3 KiB
C

#include <PalmOS.h>
#include "b_globals.h"
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
typedef struct {
Int8 numOfIterations;
Int8 deltaTable[16]; // four times l / t / r / b
Int8 stripTable[16]; // ditto
} TransitionEffect;
///////////////////////////////////////////////////////////////////
static void addGfx_transitionEffects() {
TransitionEffect transitionEffects[5] = {
// Iris effect (looks like an opening/closing camera iris)
{
13, // Number of iterations
{
1, 1, -1, 1,
-1, 1, -1, -1,
1, -1, -1, -1,
1, 1, 1, -1
},
{
0, 0, 39, 0,
39, 0, 39, 24,
0, 24, 39, 24,
0, 0, 0, 24
}
},
// Box wipe (a box expands from the upper-left corner to the lower-right corner)
{
25, // Number of iterations
{
0, 1, 2, 1,
2, 0, 2, 1,
2, 0, 2, 1,
0, 0, 0, 0
},
{
0, 0, 0, 0,
0, 0, 0, 0,
1, 0, 1, 0,
255, 0, 0, 0
}
},
// Box wipe (a box expands from the lower-right corner to the upper-left corner)
{
25, // Number of iterations
{
-2, -1, 0, -1,
-2, -1, -2, 0,
-2, -1, -2, 0,
0, 0, 0, 0
},
{
39, 24, 39, 24,
39, 24, 39, 24,
38, 24, 38, 24,
255, 0, 0, 0
}
},
// Inverse box wipe
{
25, // Number of iterations
{
0, -1, -2, -1,
-2, 0, -2, -1,
-2, 0, -2, -1,
0, 0, 0, 0
},
{
0, 24, 39, 24,
39, 0, 39, 24,
38, 0, 38, 24,
255, 0, 0, 0
}
},
// Inverse iris effect, specially tailored for V1/V2 games
{
9, // Number of iterations
{
-1, -1, 1, -1,
-1, 1, 1, 1,
-1, -1, -1, 1,
1, -1, 1, 1
},
{
7, 7, 32, 7,
7, 8, 32, 8,
7, 8, 7, 8,
32, 7, 32, 8
}
}
};
writeRecord(transitionEffects, sizeof(transitionEffects), GBVARS_TRANSITIONEFFECTS_INDEX , GBVARS_SCUMM);
}
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////
void addGfx() {
addGfx_transitionEffects();
}