mirror of
https://github.com/libretro/scummvm.git
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f9ecd95d69
svn-id: r39203
122 lines
4.3 KiB
C++
122 lines
4.3 KiB
C++
/* 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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* 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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* 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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* $URL$
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* $Id$
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*
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* Data structures used for handling backgrounds
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*/
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#ifndef TINSEL_BACKGND_H // prevent multiple includes
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#define TINSEL_BACKGND_H
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#include "common/frac.h"
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#include "common/rect.h"
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#include "tinsel/coroutine.h"
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#include "tinsel/dw.h" // for SCNHANDLE
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#include "tinsel/palette.h" // palette definitions
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namespace Tinsel {
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struct OBJECT;
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/** Scrolling padding. Needed because scroll process does not normally run on every frame */
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enum {
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SCROLLX_PAD = 64,
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SCROLLY_PAD = 64
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};
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/** When module BLK_INFO list is this long, switch from a binary to linear search */
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#define LINEAR_SEARCH 5
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/** background playfield structure - a playfield is a container for modules */
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struct PLAYFIELD {
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OBJECT *pDispList; //!< object display list for this playfield
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frac_t fieldX; //!< current world x position of playfield
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frac_t fieldY; //!< current world y position of playfield
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frac_t fieldXvel; //!< current x velocity of playfield
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frac_t fieldYvel; //!< current y velocity of playfield
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Common::Rect rcClip; //!< clip rectangle for this playfield
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bool bMoved; //!< set when playfield has moved
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};
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/** multi-playfield background structure - a backgnd is a container of playfields */
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struct BACKGND {
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COLORREF rgbSkyColour; //!< background sky colour
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Common::Point ptInitWorld; //!< initial world position
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Common::Rect rcScrollLimits; //!< scroll limits
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int refreshRate; //!< background update process refresh rate
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frac_t *pXscrollTable; //!< pointer to x direction scroll table for this background
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frac_t *pYscrollTable; //!< pointer to y direction scroll table for this background
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int numPlayfields; //!< number of playfields for this background
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PLAYFIELD *fieldArray; //!< pointer to array of all playfields for this background
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bool bAutoErase; //!< when set - screen is cleared before anything is plotted (unused)
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};
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/*----------------------------------------------------------------------*\
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|* Background Function Prototypes *|
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\*----------------------------------------------------------------------*/
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void InitBackground( // called to initialise a background
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BACKGND *pBgnd); // pointer to data struct for current background
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void StartupBackground(CORO_PARAM, SCNHANDLE hFilm);
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void StopBgndScrolling(void); // Stops all background playfields from scrolling
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void PlayfieldSetPos( // Sets the xy position of the specified playfield in the current background
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int which, // which playfield
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int newXpos, // new x position
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int newYpos); // new y position
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void PlayfieldGetPos( // Returns the xy position of the specified playfield in the current background
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int which, // which playfield
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int *pXpos, // returns current x position
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int *pYpos); // returns current y position
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int PlayfieldGetCentreX( // Returns the xy position of the specified playfield in the current background
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int which); // which playfield
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OBJECT *GetPlayfieldList( // Returns the display list for the specified playfield
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int which); // which playfield
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void KillPlayfieldList( // Kills all the objects on the display list for the specified playfield
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int which); // which playfield
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void DrawBackgnd(void); // Draws all playfields for the current background
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void RedrawBackgnd(void); // Completely redraws all the playfield object lists for the current background
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OBJECT *GetBgObject();
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SCNHANDLE BgPal(void);
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void ForceEntireRedraw(void);
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int BgWidth(void);
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int BgHeight(void);
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} // end of namespace Tinsel
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#endif // TINSEL_BACKGND_H
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