scummvm/engines/ags/engine/ac/walk_behind.h
Thierry Crozat 282ee9ad97 AGS: Fixing more trivial warnings
From upstream 83f7d9857e70f7d1d10fedf61196740d20ba0b0a
2022-06-18 01:08:54 +01:00

63 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/>.
*
*/
// Walk-behinds calculation logic.
#ifndef AGS_ENGINE_AC_WALK_BEHIND_H
#define AGS_ENGINE_AC_WALK_BEHIND_H
#include "ags/shared/util/geometry.h"
namespace AGS3 {
// A method of rendering walkbehinds on screen:
// DrawAsSeparateSprite - draws whole walkbehind as a sprite;
// this method is most simple and is optimal for 3D renderers.
// DrawOverCharSprite - turns parts of the character and object sprites
// transparent when they are covered by walkbehind (walkbehind itself
// is not drawn separately in this case);
// this method is optimized for software render.
enum WalkBehindMethodEnum {
DrawOverCharSprite,
DrawAsSeparateSprite
};
// An info on vertical column of walk-behind mask, which may contain WB area
struct WalkBehindColumn {
bool Exists = false; // whether any WB area is in this column
int Y1 = 0, Y2 = 0; // WB top and bottom Y coords
};
namespace AGS { namespace Shared { class Bitmap; } }
using namespace AGS; // FIXME later
// Recalculates walk-behind positions
void walkbehinds_recalc();
// Generates walk-behinds as separate sprites
void walkbehinds_generate_sprites();
// Edits the given game object's sprite, cutting out pixels covered by walk-behinds;
// returns whether any pixels were updated
bool walkbehinds_cropout(Shared::Bitmap *sprit, int sprx, int spry, int basel);
} // namespace AGS3
#endif