scummvm/sword2/build_display.h
Oliver Kiehl 0f85cc3061 rename bs2 to sword2 to have the same name as the original engine.
besides this way all our engines start with an "s" ;)

svn-id: r9301
2003-07-30 19:25:31 +00:00

82 lines
2.7 KiB
C

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef _BUILD_DISPLAY
#define _BUILD_DISPLAY
#include "driver/driver96.h"
typedef struct //structure filled out by each object to register its graphic printing requrements
{
int16 x;
int16 y;
uint16 scaled_width;
uint16 scaled_height;
int16 sort_y;
uint32 anim_resource;
uint16 anim_pc;
uint16 scale; //denotes a scaling sprite at print time - and holds the scaling value for the shrink routine
uint16 layer_number; //non zero means this item is a layer - retrieve from background layer and send to special renderer
uint8 shadingFlag; // non zero means we want this frame to be affected by the shading mask
// uint32 write_mouse_list; //if none zero the shrinker should write coordinates to this mouse_list number
} buildit;
// declared externally so that debug.cpp can display these in the info
#define MAX_bgp0_sprites 6
#define MAX_bgp1_sprites 6
#define MAX_back_sprites 30
#define MAX_sort_sprites 30
#define MAX_fore_sprites 30
#define MAX_fgp0_sprites 6
#define MAX_fgp1_sprites 6
// declared externally so that debug.cpp can display these in the info
extern uint32 cur_bgp0;
extern uint32 cur_bgp1;
extern uint32 cur_back;
extern uint32 cur_sort;
extern uint32 cur_fore;
extern uint32 cur_fgp0;
extern uint32 cur_fgp1;
#ifdef _SWORD2_DEBUG
extern char largest_layer_info[128];
extern char largest_sprite_info[128];
#endif
// the only build list needed externally - by layers.cpp - for adding layers to sort list
extern buildit sort_list[];
// function prototypes needed externally
void Reset_render_lists(void);
void Build_display(void); //Tony21Sept96
int32 FN_fade_down(int32 *params); //Tony5Dec96
int32 FN_fade_up(int32 *params); // Chris 15May97
void Process_image(buildit *build_unit); // (5nov96 JEL)
void DisplayMsg( uint8 *text, int time ); // (Chris 15May97)
void RemoveMsg(void);
void SetFullPalette(int32 palRes); // James17jun97
extern uint32 fps; // needed by debug.cpp for displaying as part of top-screen info
#endif