scummvm/engines/tinsel/background.h
2009-11-02 21:54:57 +00:00

122 lines
4.3 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
* Data structures used for handling backgrounds
*/
#ifndef TINSEL_BACKGND_H // prevent multiple includes
#define TINSEL_BACKGND_H
#include "common/frac.h"
#include "common/rect.h"
#include "tinsel/coroutine.h"
#include "tinsel/dw.h" // for SCNHANDLE
#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 rgbSkyColour; ///< background sky colour
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
int numPlayfields; ///< number of playfields for this background
PLAYFIELD *fieldArray; ///< pointer to array of all playfields for this background
bool bAutoErase; ///< when set - screen is cleared before anything is plotted (unused)
};
/*----------------------------------------------------------------------*\
|* Background Function Prototypes *|
\*----------------------------------------------------------------------*/
void InitBackground( // called to initialise a background
BACKGND *pBgnd); // pointer to data struct for current background
void StartupBackground(CORO_PARAM, SCNHANDLE hFilm);
void StopBgndScrolling(); // Stops all background playfields from scrolling
void PlayfieldSetPos( // Sets the xy position of the specified playfield in the current background
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
int which, // which playfield
int *pXpos, // returns current x position
int *pYpos); // returns current y position
int PlayfieldGetCentreX( // Returns the xy position of the specified playfield in the current background
int which); // which playfield
OBJECT *GetPlayfieldList( // Returns the display list for the specified playfield
int which); // which playfield
void KillPlayfieldList( // Kills all the objects on the display list for the specified playfield
int which); // which playfield
void DrawBackgnd(); // Draws all playfields for the current background
void RedrawBackgnd(); // Completely redraws all the playfield object lists for the current background
OBJECT *GetBgObject();
SCNHANDLE BgPal();
void ForceEntireRedraw();
int BgWidth();
int BgHeight();
} // End of namespace Tinsel
#endif // TINSEL_BACKGND_H