183 lines
5.2 KiB
C++
183 lines
5.2 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/driver/d_draw.h"
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namespace Sword2 {
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/**
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* Sets a table of palette indices which will be searched later for a quick
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* palette match.
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* @param data the palette match table
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*/
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void Graphics::updatePaletteMatchTable(byte *data) {
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assert(data);
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memcpy(_paletteMatch, data, PALTABLESIZE);
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}
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/**
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* Matches a colour triplet to a palette index.
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* @param r red colour component
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* @param g green colour component
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* @param b blue colour component
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* @return the palette index of the closest matching colour in the palette
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*/
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// FIXME: This used to be inlined - probably a good idea - but the
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// linker complained when I tried to use it in sprite.cpp.
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uint8 Graphics::quickMatch(uint8 r, uint8 g, uint8 b) {
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return _paletteMatch[((int32) (r >> 2) << 12) + ((int32) (g >> 2) << 6) + (b >> 2)];
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}
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/**
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* Sets the palette.
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* @param startEntry the first colour entry to set
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* @param noEntries the number of colour entries to set
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* @param colourTable the new colour entries
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* @param fadeNow whether to perform the change immediately or delayed
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*/
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void Graphics::setPalette(int16 startEntry, int16 noEntries, byte *colourTable, uint8 fadeNow) {
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assert(noEntries > 0);
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memcpy(&_palette[4 * startEntry], colourTable, noEntries * 4);
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if (fadeNow == RDPAL_INSTANT) {
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_vm->_system->setPalette(_palette, startEntry, noEntries);
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setNeedFullRedraw();
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}
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}
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void Graphics::dimPalette(void) {
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byte *p = _palette;
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for (int i = 0; i < 256; i++) {
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p[i * 4 + 0] /= 2;
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p[i * 4 + 1] /= 2;
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p[i * 4 + 2] /= 2;
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}
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_vm->_system->setPalette(p, 0, 256);
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setNeedFullRedraw();
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}
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/**
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* Fades the palette up from black to the current palette.
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* @param time the time it will take the palette to fade up
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*/
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int32 Graphics::fadeUp(float time) {
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if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
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return RDERR_FADEINCOMPLETE;
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_fadeTotalTime = (int32) (time * 1000);
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_fadeStatus = RDFADE_UP;
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_fadeStartTime = _vm->_system->getMillis();
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return RD_OK;
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}
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/**
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* Fades the palette down to black from the current palette.
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* @param time the time it will take the palette to fade down
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*/
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int32 Graphics::fadeDown(float time) {
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if (getFadeStatus() != RDFADE_BLACK && getFadeStatus() != RDFADE_NONE)
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return RDERR_FADEINCOMPLETE;
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_fadeTotalTime = (int32) (time * 1000);
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_fadeStatus = RDFADE_DOWN;
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_fadeStartTime = _vm->_system->getMillis();
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return RD_OK;
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}
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/**
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* Get the current fade status
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* @return RDFADE_UP (fading up), RDFADE_DOWN (fading down), RDFADE_NONE
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* (not faded), or RDFADE_BLACK (completely faded down)
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*/
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uint8 Graphics::getFadeStatus(void) {
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return _fadeStatus;
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}
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void Graphics::waitForFade(void) {
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while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK) {
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updateDisplay();
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_vm->_system->delayMillis(20);
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}
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}
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void Graphics::fadeServer(void) {
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static int32 previousTime = 0;
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byte fadePalette[256 * 4];
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byte *newPalette = fadePalette;
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int32 currentTime;
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int16 fadeMultiplier;
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int16 i;
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// If we're not in the process of fading, do nothing.
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if (getFadeStatus() != RDFADE_UP && getFadeStatus() != RDFADE_DOWN)
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return;
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// I don't know if this is necessary, but let's limit how often the
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// palette is updated, just to be safe.
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currentTime = _vm->_system->getMillis();
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if (currentTime - previousTime <= 25)
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return;
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previousTime = currentTime;
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if (getFadeStatus() == RDFADE_UP) {
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if (currentTime >= _fadeStartTime + _fadeTotalTime) {
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_fadeStatus = RDFADE_NONE;
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newPalette = _palette;
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} else {
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fadeMultiplier = (int16) (((int32) (currentTime - _fadeStartTime) * 256) / _fadeTotalTime);
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for (i = 0; i < 256; i++) {
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newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8;
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newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8;
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newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8;
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}
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}
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} else {
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if (currentTime >= _fadeStartTime + _fadeTotalTime) {
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_fadeStatus = RDFADE_BLACK;
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memset(newPalette, 0, sizeof(fadePalette));
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} else {
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fadeMultiplier = (int16) (((int32) (_fadeTotalTime - (currentTime - _fadeStartTime)) * 256) / _fadeTotalTime);
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for (i = 0; i < 256; i++) {
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newPalette[i * 4 + 0] = (_palette[i * 4 + 0] * fadeMultiplier) >> 8;
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newPalette[i * 4 + 1] = (_palette[i * 4 + 1] * fadeMultiplier) >> 8;
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newPalette[i * 4 + 2] = (_palette[i * 4 + 2] * fadeMultiplier) >> 8;
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}
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}
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}
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_vm->_system->setPalette(newPalette, 0, 256);
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setNeedFullRedraw();
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}
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} // End of namespace Sword2
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