scummvm/engines/bladerunner/screen_effects.h
2021-12-26 18:48:43 +01:00

78 lines
2.1 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/>.
*
*/
#ifndef BLADERUNNER_SCREEN_EFFECTS_H
#define BLADERUNNER_SCREEN_EFFECTS_H
#include "bladerunner/color.h"
#include "common/array.h"
namespace Common {
class ReadStream;
}
namespace BladeRunner {
class BladeRunnerEngine;
class ScreenEffects {
friend class Debugger;
static const int kMaxEffectsInScene = 7;
public:
struct Entry {
Color256 palette[16];
uint16 x;
uint16 y;
uint16 width;
uint16 height;
uint16 z;
uint8 *data;
};
BladeRunnerEngine *_vm;
Common::Array<Entry> _entries;
uint8 *_data;
int _dataSize;
#if BLADERUNNER_ORIGINAL_BUGS
#else
Common::Array<int> _skipEntries; // added member to allow skipping specified effects
#endif // BLADERUNNER_ORIGINAL_BUGS
public:
ScreenEffects(BladeRunnerEngine *vm, int size);
~ScreenEffects();
void readVqa(Common::SeekableReadStream *stream);
void getColor(Color256 *outColor, uint16 x, uint16 y, uint16 z) const;
#if BLADERUNNER_ORIGINAL_BUGS
#else
void toggleEntry(int effectId, bool skip); // added method to allow skipping specified effects
#endif // BLADERUNNER_ORIGINAL_BUGS
//TODO
//bool isAffectingArea(int x, int y, int width, int height, int unk);
};
} // End of namespace BladeRunner
#endif