scummvm/engines/ags/engine/ac/screen_overlay.h
Paul Gilbert 3ac6998a98 AGS: Support Overlays not copying the image, but storing a sprite id
From upstream fd14bd4075bd9e6a577235f2434275b260250c46
2022-05-08 11:37:49 -07:00

130 lines
3.9 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/>.
*
*/
// ScreenOverlay is a simple sprite container with no advanced functions.
// May contain owned bitmap or reference persistent sprite's id, similar to how
// other game objects do that.
// May logically exist either on UI or room layer.
#ifndef AGS_ENGINE_AC_SCREEN_OVERLAY_H
#define AGS_ENGINE_AC_SCREEN_OVERLAY_H
#include "ags/lib/std/memory.h"
#include "ags/shared/core/types.h"
namespace AGS3 {
// Forward declaration
namespace AGS {
namespace Shared {
class Bitmap;
class Stream;
} // namespace Shared
} // namespace AGS
namespace AGS {
namespace Engine {
class IDriverDependantBitmap;
} // namespace Engine
} // namespace AGS
using namespace AGS; // FIXME later
enum OverlayFlags {
kOver_AlphaChannel = 0x0001,
kOver_PositionAtRoomXY = 0x0002, // room-relative position, may be in ui
kOver_RoomLayer = 0x0004, // work in room layer (as opposed to UI)
kOver_SpriteReference = 0x0008 // reference persistent sprite
};
struct ScreenOverlay {
// Texture
Engine::IDriverDependantBitmap *ddb = nullptr;
int type = 0, timeout = 0;
// Note that x,y are overlay's properties, that define its position in script;
// but real drawn position is x + offsetX, y + offsetY;
int x = 0, y = 0;
// Border/padding offset for the tiled text windows
int offsetX = 0, offsetY = 0;
// Width and height to stretch the texture to
int scaleWidth = 0, scaleHeight = 0;
int bgSpeechForChar = -1;
int associatedOverlayHandle = 0; // script obj handle
int zorder = INT_MIN;
int transparency = 0;
bool HasAlphaChannel() const {
return (_flags & kOver_AlphaChannel) != 0;
}
bool IsSpriteReference() const {
return (_flags & kOver_SpriteReference) != 0;
}
bool IsRoomRelative() const {
return (_flags & kOver_PositionAtRoomXY) != 0;
}
bool IsRoomLayer() const {
return (_flags & kOver_RoomLayer) != 0;
}
void SetAlphaChannel(bool on) {
on ? _flags |= kOver_AlphaChannel : _flags &= ~kOver_AlphaChannel;
}
void SetRoomRelative(bool on) {
on ? _flags |= kOver_PositionAtRoomXY : _flags &= ~kOver_PositionAtRoomXY;
}
void SetRoomLayer(bool on) {
on ? _flags |= (kOver_RoomLayer | kOver_PositionAtRoomXY) :
_flags &= ~(kOver_RoomLayer | kOver_PositionAtRoomXY);
}
// Gets actual overlay's image, whether owned by overlay or by a sprite reference
Shared::Bitmap *GetImage() const;
// Get sprite reference id, or -1 if none set
int GetSpriteNum() const {
return _sprnum;
}
void SetImage(Shared::Bitmap *pic);
void SetSpriteNum(int sprnum);
// Tells if Overlay has graphically changed recently
bool HasChanged() const {
return _hasChanged;
}
// Manually marks GUI as graphically changed
void MarkChanged() {
_hasChanged = true;
}
// Clears changed flag
void ClearChanged() {
_hasChanged = false;
}
void ReadFromFile(Shared::Stream *in, bool &has_bitmap, int32_t cmp_ver);
void WriteToFile(Shared::Stream *out) const;
private:
int _flags = 0; // OverlayFlags
bool _hasChanged = false;
std::shared_ptr<Shared::Bitmap> _pic; // owned bitmap
int _sprnum = -1; // sprite reference
};
} // namespace AGS3
#endif