scummvm/engines/startrek/sprite.h
Matthew Stewart f412328181 STARTREK: Implement text input boxes
Needed for SINS mission with the keypads
2018-08-09 08:37:30 +02:00

80 lines
2.5 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 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.
*
* $URL: https://scummvm-startrek.googlecode.com/svn/trunk/graphics.h $
* $Id: graphics.h 2 2009-09-12 20:13:40Z clone2727 $
*
*/
#ifndef STARTREK_SPRITE_H
#define STARTREK_SPRITE_H
#include "startrek/bitmap.h"
#include "common/ptr.h"
#include "common/rect.h"
#include "common/serializer.h"
#include "common/stream.h"
using Common::SharedPtr;
namespace StarTrek {
// Note: Rects in Star Trek are considered to have their bottom-right pixel contained in
// the rectangle, but ScummVM rects are not. Functions from Trek have been adapted to use
// ScummVM's rect format. Be wary of off-by-1 errors...
struct Sprite : Common::Serializable {
Common::Point pos;
uint16 drawPriority;
uint16 drawPriority2; // If two sprites' drawPriorities are equal, this is checked.
Common::String field8;
SharedPtr<Bitmap> bitmap;
uint16 drawMode;
uint16 textColor;
bool bitmapChanged;
bool rect2Valid;
bool isOnScreen;
bool field16; // When set, sprite isn't drawn next refresh? (Gets reset to 0 after)
Common::Rect lastDrawRect; // Rect encompassing the sprite last time it was drawn
Common::Rect drawRect; // Rect encompassing the sprite currently
Common::Rect rectangle2;
int16 drawX, drawY;
Sprite();
void setBitmap(SharedPtr<Bitmap> b);
void setXYAndPriority(int16 x, int16 y, int16 priority);
void dontDrawNextFrame();
/**
* Returns a rect containing the sprite's bitmap on the screen.
*/
Common::Rect getRect();
/// NOTE: even after calling this, "bitmap" must be reloaded by the caller.
virtual void saveLoadWithSerializer(Common::Serializer &ser);
};
}
#endif