scummvm/sword2/layers.h

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2003-07-28 01:44:38 +00:00
/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef _LAYERS
#define _LAYERS
//#include "src\driver96.h"
#include "memory.h"
typedef struct
{
uint16 scroll_offset_x; // position x
uint16 scroll_offset_y; // position y
uint16 max_scroll_offset_x; // calc'ed in FN_init_background
uint16 max_scroll_offset_y; //
int16 player_feet_x; // feet coordinates to use - cant just fetch the player compact anymore
int16 player_feet_y;
int16 feet_x; // special offset-to-player position - tweek as desired - always set in screen manager object startup
int16 feet_y;
uint16 screen_wide; // size of background layer - hense size of back buffer itself (Paul actually malloc's it)
uint16 screen_deep;
uint32 background_layer_id; //id of the normal background layer
uint16 number_of_layers; // from the header of the main background layer
uint8 new_palette; // set to non zero to start the palette held within layer file fading up after a build_display
uint8 scroll_flag; // scroll mode 0 off 1 on
uint8 mask_flag; // using shading mask
} screen_info;
extern screen_info this_screen;
int32 FN_init_background(int32 *params); // Tony11Sept96
void SetUpBackgroundLayers(void); // James(13jun97) called from control panel (as well as inside FN_init_background)
#endif