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/**
* @file palette.h
*
* Interface of functions for handling the engines color palette.
*/
#pragma once
#include <array>
#include <cstdint>
#include <span>
#ifdef USE_SDL3
#include <SDL3/SDL_pixels.h>
#else
#include <SDL.h>
#endif
#include "levels/gendung_defs.hpp"
namespace devilution {
// Diablo uses a 256 color palette
// Entry 0-127 (0x00-0x7F) are level specific
// Entry 128-255 (0x80-0xFF) are global
// standard palette for all levels
// 8 or 16 shades per color
// example (dark blue): PAL16_BLUE+14, PAL8_BLUE+7
// example (light red): PAL16_RED+2, PAL8_RED
// example (orange): PAL16_ORANGE+8, PAL8_ORANGE+4
#define PAL8_BLUE 128
#define PAL8_RED 136
#define PAL8_YELLOW 144
#define PAL8_ORANGE 152
#define PAL16_BEIGE 160
#define PAL16_BLUE 176
#define PAL16_YELLOW 192
#define PAL16_ORANGE 208
#define PAL16_RED 224
#define PAL16_GRAY 240
/**
* @brief An RGB color without an alpha component.
*/
struct Color {
uint8_t rgb[3];
[[nodiscard]] SDL_Color toSDL() const
{
SDL_Color sdlColor;
sdlColor.r = rgb[0];
sdlColor.g = rgb[1];
sdlColor.b = rgb[2];
#ifndef USE_SDL1
sdlColor.a = SDL_ALPHA_OPAQUE;
#endif
return sdlColor;
}
};
/**
* @brief The palette before global brightness / fade effects.
*
* However, color cycling / swapping is applied to this palette.
*/
extern std::array<SDL_Color, 256> logical_palette;
/**
* @brief This palette is the actual palette used for rendering.
*
* It is usually `logical_palette` with the global brightness setting
* and fade-in/out applied.
*/
extern std::array<SDL_Color, 256> system_palette;
void palette_init();
/**
* @brief Loads `logical_palette` from path.
*/
void LoadPalette(const char *path);
/**
* @brief Loads `logical_palette` from path, and generates the blending lookup table
*/
void LoadPaletteAndInitBlending(const char *path);
/**
* @brief Sets a single `logical_palette` color and updates the corresponding `system_color`.
*/
void SetLogicalPaletteColor(unsigned colorIndex, const SDL_Color &color);
void LoadRndLvlPal(dungeon_type l);
void IncreaseBrightness();
/**
* @brief Updates the system palette by copying from `src` and applying the global brightness setting.
*
* `src` which is usually `logical_palette`.
*/
void UpdateSystemPalette(std::span<const SDL_Color, 256> src);
/**
* @brief Fade screen from black
* @param fr Steps per 50ms
*/
void PaletteFadeIn(int fr, const std::array<SDL_Color, 256> &srcPalette = logical_palette);
/**
* @brief Fade screen to black
* @param fr Steps per 50ms
*/
void PaletteFadeOut(int fr, const std::array<SDL_Color, 256> &srcPalette = logical_palette);
/**
* @brief Applies global brightness setting to `src` and writes the result to `dst`.
*/
void ApplyGlobalBrightness(SDL_Color *dst, const SDL_Color *src);
/**
* @brief Applies a fade-to-black effect to `src` and writes the result to `dst`.
*
* @param fadeval 0 - completely black, 256 - no effect.
*/
void ApplyFadeLevel(unsigned fadeval, SDL_Color *dst, const SDL_Color *src);
/**
* @brief Call this when `system_palette` is updated directly.
*
* You do not need to call this when updating the system palette via `UpdateSystemPalette`, `PaletteFadeIn/Out`, or `BlackPalette`.
*/
void SystemPaletteUpdated(int first = 0, int ncolor = 256);
void DecreaseBrightness();
int UpdateBrightness(int sliderValue);
/**
* @brief Sets `system_palette` to all-black and calls `SystemPaletteUpdated`.
*/
void BlackPalette();
void palette_update_caves();
void palette_update_crypt();
void palette_update_hive();
} // namespace devilution