scummvm/engines/sludge/backdrop.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 SLUDGE_BACKDROP_H
#define SLUDGE_BACKDROP_H
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#include "sludge/graphics.h"
#include "sludge/variable.h"
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namespace Sludge {
enum {
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LIGHTMAPMODE_NONE = -1,
LIGHTMAPMODE_HOTSPOT,
LIGHTMAPMODE_PIXEL,
LIGHTMAPMODE_NUM
};
extern uint winWidth, winHeight, sceneWidth, sceneHeight;
extern int lightMapMode;
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/**
* parallax layers can scroll at different speeds
* to the background image, giving the illusion of
* depth to a scene as it moves.
*/
struct parallaxLayer {
Graphics::Surface surface;
int speedX, speedY;
bool wrapS, wrapT;
uint16 fileNum, fractionX, fractionY;
int cameraX, cameraY;
parallaxLayer *next;
parallaxLayer *prev;
};
void killAllBackDrop();
bool resizeBackdrop(int x, int y);
bool killResizeBackdrop(int x, int y);
void killBackDrop();
void loadBackDrop(int fileNum, int x, int y);
void mixBackDrop(int fileNum, int x, int y);
void drawBackDrop();
void blankScreen(int x1, int y1, int x2, int y2);
void darkScreen();
void saveHSI(Common::WriteStream *stream);
bool loadHSI(Common::SeekableReadStream *stream, int, int, bool);
bool mixHSI(Common::SeekableReadStream *stream, int x = 0, int y = 0);
void drawHorizontalLine(uint, uint, uint);
void drawVerticalLine(uint, uint, uint);
void hardScroll(int distance);
bool getRGBIntoStack(uint x, uint y, stackHandler *sH);
// Also the light map stuff
void killLightMap();
bool loadLightMap(int v);
extern Graphics::Surface lightMap;
// And background parallax scrolling
void killParallax();
bool loadParallax(uint16 v, uint16 fracX, uint16 fracY);
void saveParallaxRecursive(parallaxLayer *me, Common::WriteStream *fp);
void nosnapshot();
bool snapshot();
void saveSnapshot(Common::WriteStream *stream);
bool restoreSnapshot(Common::SeekableReadStream *stream);
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} // End of namespace Sludge
#endif