/* ** v_video.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2005 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __V_VIDEO_H__ #define __V_VIDEO_H__ #include "doomtype.h" #include "m_bbox.h" #include "v_palette.h" #include "v_font.h" #include "colormatcher.h" #include "doomdef.h" // Needed because we are refering to patches. #include "r_data.h" extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac; extern int DisplayWidth, DisplayHeight, DisplayBits; class FTexture; // TagItem definitions for DrawTexture. As far as I know, tag lists // originated on the Amiga. // // Think of TagItems as an array of the following structure: // // struct TagItem { // DWORD ti_Tag; // DWORD ti_Data; // }; #define TAG_DONE (0L) /* Used to indicate the end of the Tag list */ #define TAG_END (0L) /* Ditto */ #define TAG_IGNORE (1L) /* Ignore this Tag */ #define TAG_MORE (2L) /* Ends this list and continues with the */ /* list pointed to in ti_Data */ //#define TAG_SKIP (3L) /* Skip this and the next ti_Data Tags */ #define TAG_USER ((DWORD)(1L<<31)) enum { DTA_Base = TAG_USER + 5000, DTA_DestWidth, // width of area to draw to DTA_DestHeight, // height of area to draw to DTA_Alpha, // alpha value for translucency DTA_FillColor, // color to stencil onto the destination DTA_Translation, // translation table to recolor the source DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position DTA_FlipX, // bool: flip image horizontally DTA_ShadowColor, // color of shadow DTA_ShadowAlpha, // alpha of shadow DTA_Shadow, // set shadow color and alphas to defaults DTA_VirtualWidth, // pretend the canvas is this wide DTA_VirtualHeight, // pretend the canvas is this tall DTA_TopOffset, // override texture's top offset DTA_LeftOffset, // override texture's left offset DTA_CenterOffset, // override texture's left and top offsets and set them for the texture's middle DTA_CenterBottomOffset,// override texture's left and top offsets and set them for the texture's bottom middle DTA_WindowLeft, // don't draw anything left of this column (on source, not dest) DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest) DTA_ClipTop, // don't draw anything above this row (on dest, not source) DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source) DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source) DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source) DTA_Masked, // true(default)=use masks from texture, false=ignore masks DTA_HUDRules, // use fullscreen HUD rules to position and size textures DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3 }; enum { HUD_Normal, HUD_HorizCenter }; // // VIDEO // // [RH] Made screens more implementation-independant: // This layer isn't really necessary, and it would be nice to remove it, I think. // But ZDoom is now built around it so much, I'll probably just leave it. // class DCanvas : public DObject { DECLARE_ABSTRACT_CLASS (DCanvas, DObject) public: FFont *Font; DCanvas (int width, int height); virtual ~DCanvas (); // Member variable access inline BYTE *GetBuffer () const { return Buffer; } inline int GetWidth () const { return Width; } inline int GetHeight () const { return Height; } inline int GetPitch () const { return Pitch; } virtual bool IsValid (); // Access control virtual bool Lock () = 0; // Returns true if the surface was lost since last time virtual void Unlock () = 0; virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked // Copy blocks from one canvas to another virtual void Blit (int srcx, int srcy, int srcwidth, int srcheight, DCanvas *dest, int destx, int desty, int destwidth, int destheight); // Draw a linear block of pixels into the canvas virtual void DrawBlock (int x, int y, int width, int height, const byte *src) const; // Reads a linear block of pixels into the view buffer. virtual void GetBlock (int x, int y, int width, int height, byte *dest) const; // Dim the entire canvas for the menus virtual void Dim (PalEntry color = 0) const; // Dim part of the canvas virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h) const; // Fill an area with a texture virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src); // Set an area to a specified color virtual void Clear (int left, int top, int right, int bottom, int color) const; // Calculate gamma table void CalcGamma (float gamma, BYTE gammalookup[256]); // Text drawing functions ----------------------------------------------- virtual void SetFont (FFont *font); // 2D Texture drawing void STACK_ARGS DrawTexture (FTexture *img, int x, int y, DWORD tags, ...); void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays // 2D Text drawing void STACK_ARGS DrawText (int normalcolor, int x, int y, const char *string, ...); void STACK_ARGS DrawChar (int normalcolor, int x, int y, BYTE character, ...); protected: BYTE *Buffer; int Width; int Height; int Pitch; int LockCount; bool ClipBox (int &left, int &top, int &width, int &height, const byte *&src, const int srcpitch) const; private: // Keep track of canvases, for automatic destruction at exit DCanvas *Next; static DCanvas *CanvasChain; friend void STACK_ARGS FreeCanvasChain (); }; // A canvas in system memory. class DSimpleCanvas : public DCanvas { DECLARE_CLASS (DSimpleCanvas, DCanvas) public: DSimpleCanvas (int width, int height); ~DSimpleCanvas (); bool IsValid (); bool Lock (); void Unlock (); protected: BYTE *MemBuffer; }; // A canvas that represents the actual display. The video code is responsible // for actually implementing this. Built on top of SimpleCanvas, because it // needs a system memory buffer when buffered output is enabled. class DFrameBuffer : public DSimpleCanvas { DECLARE_ABSTRACT_CLASS (DFrameBuffer, DSimpleCanvas) public: DFrameBuffer (int width, int height); // Force the surface to use buffered output if true is passed. virtual bool Lock (bool buffered) = 0; // Make the surface visible. Also implies Unlock(). virtual void Update () = 0; // Return a pointer to 256 palette entries that can be written to. virtual PalEntry *GetPalette () = 0; // Stores the palette with flash blended in into 256 dwords virtual void GetFlashedPalette (PalEntry palette[256]) = 0; // Mark the palette as changed. It will be updated on the next Update(). virtual void UpdatePalette () = 0; // Sets the gamma level. Returns false if the hardware does not support // gamma changing. (Always true for now, since palettes can always be // gamma adjusted.) virtual bool SetGamma (float gamma) = 0; // Sets a color flash. RGB is the color, and amount is 0-256, with 256 // being all flash and 0 being no flash. Returns false if the hardware // does not support this. (Always true for now, since palettes can always // be flashed.) virtual bool SetFlash (PalEntry rgb, int amount) = 0; // Converse of SetFlash virtual void GetFlash (PalEntry &rgb, int &amount) = 0; // Returns the number of video pages the frame buffer is using. virtual int GetPageCount () = 0; // Returns true if running fullscreen. virtual bool IsFullscreen () = 0; #ifdef _WIN32 virtual void PaletteChanged () = 0; virtual int QueryNewPalette () = 0; #endif protected: void DrawRateStuff (); void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest); private: DWORD LastMS, LastSec, FrameCount, LastCount, LastTic; }; extern FColorMatcher ColorMatcher; // This is the screen updated by I_FinishUpdate. extern DFrameBuffer *screen; #define SCREENWIDTH (screen->GetWidth ()) #define SCREENHEIGHT (screen->GetHeight ()) #define SCREENPITCH (screen->GetPitch ()) EXTERN_CVAR (Float, Gamma) // Translucency tables extern "C" DWORD Col2RGB8[65][256]; extern "C" byte RGB32k[32][32][32]; extern "C" DWORD *Col2RGB8_LessPrecision[65]; // Allocates buffer screens, call before R_Init. void V_Init (); void V_MarkRect (int x, int y, int width, int height); // Returns the closest color to the one desired. String // should be of the form "rr gg bb". int V_GetColorFromString (const DWORD *palette, const char *colorstring); // Scans through the X11R6RGB lump for a matching color // and returns a color string suitable for V_GetColorFromString. char *V_GetColorStringByName (const char *name); // Tries to get color by name, then by string int V_GetColor (const DWORD *palette, const char *str); bool V_SetResolution (int width, int height, int bpp); #ifdef USEASM extern "C" void ASM_PatchPitch (void); #endif int CheckRatio (int width, int height); extern const int BaseRatioSizes[5][4]; #endif // __V_VIDEO_H__