mirror of
https://github.com/libretro/scummvm.git
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065f2bb9eb
svn-id: r12181
52 lines
1.8 KiB
C++
52 lines
1.8 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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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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*
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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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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#ifndef _LAYERS
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#define _LAYERS
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namespace Sword2 {
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struct ScreenInfo {
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uint16 scroll_offset_x; // Position x
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uint16 scroll_offset_y; // Position y
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uint16 max_scroll_offset_x; // Calc'ed in fnInitBackground
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uint16 max_scroll_offset_y;
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int16 player_feet_x; // Feet coordinates to use - cant just
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int16 player_feet_y; // fetch the player compact anymore
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int16 feet_x; // Special offset-to-player position -
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int16 feet_y; // tweek as desired - always set in
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// screen manager object startup
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uint16 screen_wide; // Size of background layer - hence
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uint16 screen_deep; // size of back buffer itself (Paul
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// actually malloc's it)
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uint32 background_layer_id; // Id of the normal background layer
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// from the header of the main
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// background layer
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uint16 number_of_layers;
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uint8 new_palette; // Set to non zero to start the
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// palette held within layer file
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// fading up after a build_display
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uint8 scroll_flag; // Scroll mode 0 off 1 on
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uint8 mask_flag; // Using shading mask
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};
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} // End of namespace Sword2
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#endif
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