scummvm/engines/fullpipe/gfx.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef FULLPIPE_GFX_H
#define FULLPIPE_GFX_H
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class Common::ReadStream;
namespace Fullpipe {
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class ShadowsItemArray : public CObArray {
// empty
};
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struct Bitmap {
int x;
int y;
int width;
int height;
byte *pixels;
int type;
int field_18;
int flags;
void load(Common::ReadStream *s);
};
class Picture : public MemoryObject {
friend class Movement;
Common::Rect _rect;
int _convertedBitmap;
int _x;
int _y;
int _field_44;
int _width;
int _height;
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Bitmap *_bitmap;
int _field_54;
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MemoryObject2 *_memoryObject2;
int _alpha;
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byte *_paletteData;
public:
Picture();
virtual bool load(MfcArchive &file);
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void setAOIDs();
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void init();
void getDibInfo();
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Bitmap *getPixelData();
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void draw(int x, int y, int style, int angle);
void drawRotated(int x, int y, int angle);
void putDib(int x, int y);
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byte getAlpha() { return (byte)_alpha; }
void setAlpha(byte alpha) { _alpha = alpha; }
};
class BigPicture : public Picture {
public:
BigPicture();
virtual bool load(MfcArchive &file);
};
class GameObject : public CObject {
public:
int16 _field_4;
int16 _field_6;
int _field_8;
int16 _flags;
int16 _id;
char *_stringObj;
int _ox;
int _oy;
int _priority;
int _field_20;
public:
GameObject();
virtual bool load(MfcArchive &file);
void setOXY(int x, int y);
};
class PictureObject : public GameObject {
Picture *_picture;
CPtrList *_pictureObject2List;
int _ox2;
int _oy2;
public:
PictureObject();
bool load(MfcArchive &file, bool bigPicture);
};
class Background : public CObject {
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public:
CPtrList _picObjList;
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protected:
char *_stringObj;
int _x;
int _y;
int16 _messageQueueId;
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MemoryObject *_colorMemoryObj;
int _bigPictureArray1Count;
int _bigPictureArray2Count;
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BigPicture ***_bigPictureArray;
public:
Background();
virtual bool load(MfcArchive &file);
void addPictureObject(PictureObject *pct);
void renumPictures(PictureObject *pct);
};
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class Shadows : public CObject {
int _sceneId;
int _staticAniObjectId;
int _movementId;
ShadowsItemArray _items;
public:
Shadows();
virtual bool load(MfcArchive &file);
};
} // End of namespace Fullpipe
#endif /* FULLPIPE_GFX_H */