2017-05-26 03:24:38 +00:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SLUDGE_BACKDROP_H
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#define SLUDGE_BACKDROP_H
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#if 0
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#if !defined(HAVE_GLES2)
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#include "GLee.h"
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#else
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#include <GLES2/gl2.h>
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#endif
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#endif
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#include "variable.h"
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#include "graphics.h"
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2017-05-26 19:25:11 +00:00
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namespace Sludge {
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2017-05-26 03:24:38 +00:00
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enum {
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2017-05-29 06:02:59 +00:00
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LIGHTMAPMODE_NONE = -1,
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2017-05-26 03:24:38 +00:00
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LIGHTMAPMODE_HOTSPOT,
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LIGHTMAPMODE_PIXEL,
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LIGHTMAPMODE_NUM
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};
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extern unsigned int winWidth, winHeight, sceneWidth, sceneHeight;
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extern int lightMapMode;
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struct parallaxLayer {
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#if 0
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GLubyte *texture;
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GLuint textureName;
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#endif
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int width, height, speedX, speedY;
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bool wrapS, wrapT;
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unsigned short fileNum, fractionX, fractionY;
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int cameraX, cameraY;
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parallaxLayer *next;
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parallaxLayer *prev;
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};
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bool resizeBackdrop(int x, int y);
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void killBackDrop();
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void loadBackDrop(int fileNum, int x, int y);
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void mixBackDrop(int fileNum, int x, int y);
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void drawBackDrop();
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void blankScreen(int x1, int y1, int x2, int y2);
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void darkScreen();
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2017-05-27 18:16:54 +00:00
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void saveHSI(Common::WriteStream *stream);
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2017-05-26 19:25:11 +00:00
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#if 0
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2017-05-27 18:16:54 +00:00
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void saveCoreHSI(Common::WriteStream *stream, GLuint texture, int w, int h);
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2017-05-26 03:24:38 +00:00
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#endif
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2017-05-27 18:16:54 +00:00
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bool loadHSI(Common::SeekableReadStream *stream, int, int, bool);
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bool mixHSI(Common::SeekableReadStream *stream, int x = 0, int y = 0);
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2017-05-26 03:24:38 +00:00
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void drawHorizontalLine(unsigned int, unsigned int, unsigned int);
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void drawVerticalLine(unsigned int, unsigned int, unsigned int);
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void hardScroll(int distance);
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bool getRGBIntoStack(unsigned int x, unsigned int y, stackHandler *sH);
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// Also the light map stuff
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void killLightMap();
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bool loadLightMap(int v);
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#if 0
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extern texture lightMap;
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#endif
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// And background parallax scrolling
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void killParallax();
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bool loadParallax(unsigned short v, unsigned short fracX, unsigned short fracY);
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2017-05-27 18:16:54 +00:00
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void saveParallaxRecursive(parallaxLayer *me, Common::WriteStream *fp);
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void reloadParallaxTextures();
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void nosnapshot();
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bool snapshot();
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2017-05-27 18:16:54 +00:00
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void saveSnapshot(Common::WriteStream *stream);
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bool restoreSnapshot(Common::SeekableReadStream *stream);
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2017-05-26 03:24:38 +00:00
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#endif
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2017-05-26 19:25:11 +00:00
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} // End of namespace Sludge
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