2021-12-26 18:48:43 +01:00

80 lines
2.2 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MUTATIONOFJB_ROOM_H
#define MUTATIONOFJB_ROOM_H
#include "common/scummsys.h"
#include "common/array.h"
#include "graphics/surface.h"
#include "graphics/managed_surface.h"
namespace Graphics {
class Screen;
}
namespace MutationOfJB {
class EncryptedFile;
class Game;
struct Static;
class Room {
public:
friend class RoomAnimationDecoderCallback;
friend class GuiAnimationDecoderCallback;
Room(Game *game, Graphics::Screen *screen);
bool load(uint8 roomNumber, bool roomB);
void drawObjectAnimation(uint8 objectId, int animOffset);
/**
* Draws an object.
* By default, object's current frame is used, but that can be overridden.
*
* @param objectId ID of object to draw.
* @param overrideFrame Optional frame override.
*/
void drawObject(uint8 objectId, uint8 overrideFrame = 0);
void drawBitmap(uint8 bitmapId);
/**
* Draws a static.
* Only statics that allow implicit pickup are drawable.
*
* @param stat Static.
*/
void drawStatic(Static *stat);
void drawFrames(int fromFrame, int toFrame, const Common::Rect &area = Common::Rect(), uint8 threshold = 0xFF);
void initialDraw();
void redraw(bool useBackgroundBuffer = true);
private:
Game *_game;
Graphics::Screen *_screen;
Graphics::ManagedSurface _background;
Common::Array<Graphics::Surface> _surfaces;
Common::Array<int> _objectsStart;
};
}
#endif