mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-25 03:07:06 +00:00
218e132e37
svn-id: r27024
104 lines
3.0 KiB
C++
104 lines
3.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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// Sprite management module private header file
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#ifndef SAGA_SPRITE_H
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#define SAGA_SPRITE_H
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namespace Saga {
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#define SPRITE_ZMAX 16
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#define SPRITE_ZMASK 0x0F
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#define DECODE_BUF_LEN 64000
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struct SpriteInfo {
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byte *decodedBuffer;
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int width;
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int height;
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int xAlign;
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int yAlign;
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};
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struct SpriteList {
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int spriteListResourceId;
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int spriteCount;
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SpriteInfo *infoList;
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void freeMem() {
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int i;
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for (i = 0; i < spriteCount; i++) {
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free(infoList[i].decodedBuffer);
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}
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free(infoList);
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memset(this, 0, sizeof(*this));
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}
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SpriteList() {
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memset(this, 0, sizeof(*this));
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}
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};
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class Sprite {
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public:
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SpriteList _mainSprites;
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SpriteList _saveReminderSprites;
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SpriteList _arrowSprites;
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SpriteList _inventorySprites;
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Sprite(SagaEngine *vm);
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~Sprite(void);
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// draw scaled sprite using background scene mask
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void drawOccluded(Surface *ds, const Rect &clipRect, SpriteList &spriteList, int spriteNumber, const Point &screenCoord, int scale, int depth);
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// draw scaled sprite using background scene mask
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void draw(Surface *ds, const Rect &clipRect, SpriteList &spriteList, int32 spriteNumber, const Point &screenCoord, int scale);
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// main function
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void drawClip(Surface *ds, const Rect &clipRect, const Point &spritePointer, int width, int height, const byte *spriteBuffer);
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void draw(Surface *ds, const Rect &clipRect, SpriteList &spriteList, int32 spriteNumber, const Rect &screenRect, int scale);
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void loadList(int resourceId, SpriteList &spriteList); // load or append spriteList
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bool hitTest(SpriteList &spriteList, int spriteNumber, const Point &screenCoord, int scale, const Point &testPoint);
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void getScaledSpriteBuffer(SpriteList &spriteList, int spriteNumber, int scale, int &width, int &height, int &xAlign, int &yAlign, const byte *&buffer);
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private:
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void decodeRLEBuffer(const byte *inputBuffer, size_t inLength, size_t outLength);
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void scaleBuffer(const byte *src, int width, int height, int scale);
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SagaEngine *_vm;
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ResourceContext *_spriteContext;
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byte *_decodeBuf;
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size_t _decodeBufLen;
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};
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} // End of namespace Saga
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#endif
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