scummvm/engines/tinsel/background.h
Filippos Karapetis e90b45b226 TINSEL: Remove superfluous (and a bit confusing) pointer typedefs
This helps align tinsel with our code and type formatting  guidelines
2022-01-16 13:20:40 +02:00

169 lines
4.9 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/>.
*
* Data structures used for handling backgrounds
*/
#ifndef TINSEL_BACKGND_H // prevent multiple includes
#define TINSEL_BACKGND_H
#include "common/array.h"
#include "common/coroutines.h"
#include "common/frac.h"
#include "common/rect.h"
#include "tinsel/anim.h" // for ANIM
#include "tinsel/dw.h" // for SCNHANDLE
#include "tinsel/object.h" // for OBJECT *
#include "tinsel/palette.h" // palette definitions
namespace Tinsel {
struct OBJECT;
/** Scrolling padding. Needed because scroll process does not normally run on every frame */
enum {
SCROLLX_PAD = 64,
SCROLLY_PAD = 64
};
/** When module BLK_INFO list is this long, switch from a binary to linear search */
#define LINEAR_SEARCH 5
/** background playfield structure - a playfield is a container for modules */
struct PLAYFIELD {
OBJECT *pDispList; ///< object display list for this playfield
frac_t fieldX; ///< current world x position of playfield
frac_t fieldY; ///< current world y position of playfield
frac_t fieldXvel; ///< current x velocity of playfield
frac_t fieldYvel; ///< current y velocity of playfield
Common::Rect rcClip; ///< clip rectangle for this playfield
bool bMoved; ///< set when playfield has moved
};
/** multi-playfield background structure - a backgnd is a container of playfields */
struct BACKGND {
COLORREF rgbSkyColor; ///< background sky color
Common::Point ptInitWorld; ///< initial world position
Common::Rect rcScrollLimits; ///< scroll limits
int refreshRate; ///< background update process refresh rate
frac_t *pXscrollTable; ///< pointer to x direction scroll table for this background
frac_t *pYscrollTable; ///< pointer to y direction scroll table for this background
Common::Array<PLAYFIELD> fieldArray; ///< list of all playfields for this background
bool bAutoErase; ///< when set - screen is cleared before anything is plotted (unused)
};
/*----------------------------------------------------------------------*\
|* Background Function Prototypes *|
\*----------------------------------------------------------------------*/
#define MAX_BG 10
class Font;
class Background {
public:
Background(Font* font);
void InitBackground();
void DrawBackgnd(); // Draws all playfields for the current background
/**
* Called before scene change.
*/
void DropBackground();
void ResetBackground() {
_pCurBgnd->fieldArray.clear();
delete _pCurBgnd;
_pCurBgnd = nullptr;
}
void StartupBackground(CORO_PARAM, SCNHANDLE hFilm);
void PlayfieldSetPos( // Sets the xy position of the specified playfield in the current background
unsigned int which, // which playfield
int newXpos, // new x position
int newYpos); // new y position
void PlayfieldGetPos( // Returns the xy position of the specified playfield in the current background
unsigned int which, // which playfield
int* pXpos, // returns current x position
int* pYpos); // returns current y position
int PlayfieldGetCenterX( // Returns the xy position of the specified playfield in the current background
unsigned int which); // which playfield
OBJECT** GetPlayfieldList( // Returns the display list for the specified playfield
unsigned int which); // which playfield
OBJECT* GetBgObject() { return _pBG[0]; }
void ChangePalette(SCNHANDLE hPal);
SCNHANDLE BgPal() { return _hBgPal; }
void SetDoFadeIn(bool tf) { _bDoFadeIn = tf; }
bool GetDoFadeIn() { return _bDoFadeIn; }
/**
* Return the current scene handle.
*/
SCNHANDLE GetBgroundHandle() { return _hBackground; }
/**
* Return the width of the current background.
*/
int BgWidth();
/**
* Return the height of the current background.
*/
int BgHeight();
void SetBackPal(SCNHANDLE hPal);
int getBgSpeed() { return _BGspeed; }
void WaitForBG(CORO_PARAM);
private:
Font *_font;
// current background
BACKGND *_pCurBgnd;
SCNHANDLE _hBgPal; // Background's palette
int _BGspeed;
SCNHANDLE _hBackground; // Current scene handle - stored in case of Save_Scene()
bool _bDoFadeIn;
public:
int _bgReels;
OBJECT *_pBG[MAX_BG];
ANIM _thisAnim[MAX_BG]; // used by BGmainProcess()
};
} // End of namespace Tinsel
#endif // TINSEL_BACKGND_H