scummvm/engines/ags/engine/ac/global_dynamic_sprite.cpp
Paul Gilbert b61a661907 AGS: Removed redundant asset_size param from AssetManager::OpenAsset
From upstream 9d8456d4202be698b0a3117679745a8200c1ab9b
2022-03-20 22:11:54 -07:00

67 lines
2.0 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/>.
*
*/
#include "ags/engine/ac/global_dynamic_sprite.h"
#include "ags/engine/ac/asset_helper.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/dynamic_sprite.h"
#include "ags/engine/ac/path_helper.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
int LoadImageFile(const char *filename) {
ResolvedPath rp;
if (!ResolveScriptPath(filename, true, rp))
return 0;
Bitmap *loadedFile;
if (rp.AssetMgr) {
PACKFILE *pf = PackfileFromAsset(AssetPath(rp.FullPath, "*"));
if (!pf)
return 0;
loadedFile = BitmapHelper::LoadFromFile(pf);
} else {
loadedFile = BitmapHelper::LoadFromFile(rp.FullPath);
if (!loadedFile && !rp.AltPath.IsEmpty() && rp.AltPath.Compare(rp.FullPath) != 0)
loadedFile = BitmapHelper::LoadFromFile(rp.AltPath);
}
if (!loadedFile)
return 0;
int gotSlot = _GP(spriteset).GetFreeIndex();
if (gotSlot <= 0)
return 0;
add_dynamic_sprite(gotSlot, PrepareSpriteForUse(loadedFile, false));
return gotSlot;
}
} // namespace AGS3