scummvm/sword2/driver/palette.cpp
Torbjörn Andersson 43cfe01f3d This is the second part of the BS2 restructuring. There are two new
classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.

The old Graphics class is no more.

I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.

I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.

svn-id: r16812
2005-02-19 14:02:16 +00:00

267 lines
7.8 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "common/system.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
namespace Sword2 {
/**
* Start layer palette fading up
*/
void Screen::startNewPalette() {
// If the screen is still fading down then wait for black - could
// happen when everythings cached into a large memory model
waitForFade();
byte *screenFile = _vm->_resman->openResource(_thisScreen.background_layer_id);
memcpy(_paletteMatch, _vm->fetchPaletteMatchTable(screenFile), PALTABLESIZE);
setPalette(0, 256, _vm->fetchPalette(screenFile), RDPAL_FADE);
// Indicating that it's a screen palette
_lastPaletteRes = 0;
_vm->_resman->closeResource(_thisScreen.background_layer_id);
fadeUp();
_thisScreen.new_palette = 0;
}
void Screen::setFullPalette(int32 palRes) {
// fudge for hut interior
// - unpausing should restore last palette as normal (could be screen
// palette or 'dark_palette_13')
// - but restoring the screen palette after 'dark_palette_13' should
// now work properly too!
// "Hut interior" refers to the watchman's hut in Marseille, and this
// is apparently needed for the palette to be restored properly when
// you turn the light off. (I didn't even notice the light switch!)
if (Logic::_scriptVars[LOCATION] == 13) {
// unpausing
if (palRes == -1) {
// restore whatever palette was last set (screen
// palette or 'dark_palette_13')
palRes = _lastPaletteRes;
}
} else {
// check if we're just restoring the current screen palette
// because we might actually need to use a separate palette
// file anyway eg. for pausing & unpausing during the eclipse
// unpausing (fudged for location 13)
if (palRes == -1) {
// we really meant '0'
palRes = 0;
}
if (palRes == 0 && _lastPaletteRes)
palRes = _lastPaletteRes;
}
// If non-zero, set palette to this separate palette file. Otherwise,
// set palette to current screen palette.
if (palRes) {
byte *pal = _vm->_resman->openResource(palRes);
StandardHeader *head = (StandardHeader *) pal;
assert(head->fileType == PALETTE_FILE);
pal += sizeof(StandardHeader);
// always set colour 0 to black because most background screen
// palettes have a bright colour 0 although it should come out
// as black in the game!
pal[0] = 0;
pal[1] = 0;
pal[2] = 0;
pal[3] = 0;
setPalette(0, 256, pal, RDPAL_INSTANT);
_vm->_resman->closeResource(palRes);
} else {
if (_thisScreen.background_layer_id) {
byte *data = _vm->_resman->openResource(_thisScreen.background_layer_id);
memcpy(_paletteMatch, _vm->fetchPaletteMatchTable(data), PALTABLESIZE);
setPalette(0, 256, _vm->fetchPalette(data), RDPAL_INSTANT);
_vm->_resman->closeResource(_thisScreen.background_layer_id);
} else
error("setFullPalette(0) called, but no current screen available!");
}
if (palRes != CONTROL_PANEL_PALETTE)
_lastPaletteRes = palRes;
}
/**
* Matches a colour triplet to a palette index.
* @param r red colour component
* @param g green colour component
* @param b blue colour component
* @return the palette index of the closest matching colour in the palette
*/
// FIXME: This used to be inlined - probably a good idea - but the
// linker complained when I tried to use it in sprite.cpp.
uint8 Screen::quickMatch(uint8 r, uint8 g, uint8 b) {
return _paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
}
/**
* Sets the palette.
* @param startEntry the first colour entry to set
* @param noEntries the number of colour entries to set
* @param colourTable the new colour entries
* @param fadeNow whether to perform the change immediately or delayed
*/
void Screen::setPalette(int16 startEntry, int16 noEntries, byte *colourTable, uint8 fadeNow) {
assert(noEntries > 0);
memcpy(&_palette[4 * startEntry], colourTable, noEntries * 4);
if (fadeNow == RDPAL_INSTANT) {
_vm->_system->setPalette(_palette, startEntry, noEntries);
setNeedFullRedraw();
}
}
void Screen::dimPalette() {
byte *p = _palette;
for (int i = 0; i < 256; i++) {
p[i * 4 + 0] /= 2;
p[i * 4 + 1] /= 2;
p[i * 4 + 2] /= 2;
}
_vm->_system->setPalette(p, 0, 256);
setNeedFullRedraw();
}
/**
* Fades the palette up from black to the current palette.
* @param time the time it will take the palette to fade up
*/
int32 Screen::fadeUp(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
_fadeTotalTime = (int32) (time * 1000);
_fadeStatus = RDFADE_UP;
_fadeStartTime = _vm->_system->getMillis();
return RD_OK;
}
/**
* Fades the palette down to black from the current palette.
* @param time the time it will take the palette to fade down
*/
int32 Screen::fadeDown(float time) {
if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
return RDERR_FADEINCOMPLETE;
_fadeTotalTime = (int32) (time * 1000);
_fadeStatus = RDFADE_DOWN;
_fadeStartTime = _vm->_system->getMillis();
return RD_OK;
}
/**
* Get the current fade status
* @return RDFADE_UP (fading up), RDFADE_DOWN (fading down), RDFADE_NONE
* (not faded), or RDFADE_BLACK (completely faded down)
*/
uint8 Screen::getFadeStatus() {
return _fadeStatus;
}
void Screen::waitForFade() {
while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK) {
updateDisplay();
_vm->_system->delayMillis(20);
}
}
void Screen::fadeServer() {
static int32 previousTime = 0;
byte fadePalette[256 * 4];
byte *newPalette = fadePalette;
int32 currentTime;
int16 fadeMultiplier;
int16 i;
// If we're not in the process of fading, do nothing.
if (getFadeStatus() != RDFADE_UP && getFadeStatus() != RDFADE_DOWN)
return;
// I don't know if this is necessary, but let's limit how often the
// palette is updated, just to be safe.
currentTime = _vm->_system->getMillis();
if (currentTime - previousTime <= 25)
return;
previousTime = currentTime;
if (getFadeStatus() == RDFADE_UP) {
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
_fadeStatus = RDFADE_NONE;
newPalette = _palette;
} else {
fadeMultiplier = (int16) (((int32) (currentTime - _fadeStartTime) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8;
newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8;
newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8;
}
}
} else {
if (currentTime >= _fadeStartTime + _fadeTotalTime) {
_fadeStatus = RDFADE_BLACK;
memset(newPalette, 0, sizeof(fadePalette));
} else {
fadeMultiplier = (int16) (((int32) (_fadeTotalTime - (currentTime - _fadeStartTime)) * 256) / _fadeTotalTime);
for (i = 0; i < 256; i++) {
newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8;
newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8;
newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8;
}
}
}
_vm->_system->setPalette(newPalette, 0, 256);
setNeedFullRedraw();
}
} // End of namespace Sword2