mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 12:46:56 +00:00
a5356edb36
either very small or, in the case of driver96.h, a disorganized jumbles. svn-id: r16952
628 lines
18 KiB
C++
628 lines
18 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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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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*
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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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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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// ---------------------------------------------------------------------------
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// BUILD_DISPLAY.CPP like the old spr_engi but slightly more aptly named
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// ---------------------------------------------------------------------------
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#include "common/stdafx.h"
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#include "common/system.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/defs.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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namespace Sword2 {
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Screen::Screen(Sword2Engine *vm, int16 width, int16 height) {
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_vm = vm;
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_dirtyGrid = _buffer = NULL;
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_vm->_system->initSize(width, height);
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_screenWide = width;
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_screenDeep = height;
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_gridWide = width / CELLWIDE;
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_gridDeep = height / CELLDEEP;
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if ((width % CELLWIDE) || (height % CELLDEEP))
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error("Bad cell size");
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_dirtyGrid = (byte *) calloc(_gridWide, _gridDeep);
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if (!_dirtyGrid)
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error("Could not initialise dirty grid");
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_buffer = (byte *) malloc(width * height);
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if (!_buffer)
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error("Could not initialise display");
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for (int i = 0; i < ARRAYSIZE(_blockSurfaces); i++)
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_blockSurfaces[i] = NULL;
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_lightMask = NULL;
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_needFullRedraw = false;
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memset(&_thisScreen, 0, sizeof(_thisScreen));
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_fps = 0;
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_frameCount = 0;
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_cycleTime = 0;
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_lastPaletteRes = 0;
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_scrollFraction = 16;
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_largestLayerArea = 0;
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_largestSpriteArea = 0;
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strcpy(_largestLayerInfo, "largest layer: none registered");
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strcpy(_largestSpriteInfo, "largest sprite: none registered");
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_fadeStatus = RDFADE_NONE;
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_renderAverageTime = 60;
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_layer = 0;
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}
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Screen::~Screen() {
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free(_buffer);
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free(_dirtyGrid);
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closeBackgroundLayer();
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free(_lightMask);
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}
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void Screen::buildDisplay() {
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if (_thisScreen.new_palette) {
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// start the layer palette fading up
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startNewPalette();
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// should be reset to zero at start of each screen change
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_largestLayerArea = 0;
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_largestSpriteArea = 0;
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}
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// Does this ever happen?
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if (!_thisScreen.background_layer_id)
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return;
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// there is a valid screen to run
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setScrollTarget(_thisScreen.scroll_offset_x, _thisScreen.scroll_offset_y);
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_vm->_mouse->animateMouse();
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startRenderCycle();
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byte *file = _vm->_resman->openResource(_thisScreen.background_layer_id);
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MultiScreenHeader *screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
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// Render at least one frame, but if the screen is scrolling, and if
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// there is time left, we will render extra frames to smooth out the
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// scrolling.
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do {
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// first background parallax + related anims
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if (screenLayerTable->bg_parallax[0]) {
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renderParallax(_vm->fetchBackgroundParallaxLayer(file, 0), 0);
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drawBackPar0Frames();
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}
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// second background parallax + related anims
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if (screenLayerTable->bg_parallax[1]) {
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renderParallax(_vm->fetchBackgroundParallaxLayer(file, 1), 1);
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drawBackPar1Frames();
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}
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// normal backround layer (just the one!)
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renderParallax(_vm->fetchBackgroundLayer(file), 2);
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// sprites & layers
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drawBackFrames(); // background sprites
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drawSortFrames(file); // sorted sprites & layers
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drawForeFrames(); // foreground sprites
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// first foreground parallax + related anims
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if (screenLayerTable->fg_parallax[0]) {
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renderParallax(_vm->fetchForegroundParallaxLayer(file, 0), 3);
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drawForePar0Frames();
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}
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// second foreground parallax + related anims
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if (screenLayerTable->fg_parallax[1]) {
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renderParallax(_vm->fetchForegroundParallaxLayer(file, 1), 4);
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drawForePar1Frames();
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}
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_vm->_debugger->drawDebugGraphics();
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_vm->_fontRenderer->printTextBlocs();
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_vm->_mouse->processMenu();
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updateDisplay();
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_frameCount++;
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if (_vm->getMillis() > _cycleTime) {
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_fps = _frameCount;
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_frameCount = 0;
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_cycleTime = _vm->getMillis() + 1000;
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}
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} while (!endRenderCycle());
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_vm->_resman->closeResource(_thisScreen.background_layer_id);
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}
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/**
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* Fades down and displays a message on the screen.
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* @param text The message
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* @param time The number of seconds to display the message, or 0 to display it
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* until the user clicks the mouse or presses a key.
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*/
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void Screen::displayMsg(byte *text, int time) {
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byte pal[256 * 4];
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byte oldPal[256 * 4];
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debug(2, "DisplayMsg: %s", text);
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if (getFadeStatus() != RDFADE_BLACK) {
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fadeDown();
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waitForFade();
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}
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_vm->_mouse->setMouse(0);
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_vm->_mouse->setLuggage(0);
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_vm->_mouse->closeMenuImmediately();
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clearScene();
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byte *text_spr = _vm->_fontRenderer->makeTextSprite(text, 640, 187, _vm->_speechFontId);
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FrameHeader *frame = (FrameHeader *) text_spr;
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SpriteInfo spriteInfo;
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spriteInfo.x = _screenWide / 2 - frame->width / 2;
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if (!time)
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spriteInfo.y = _screenDeep / 2 - frame->height / 2 - MENUDEEP;
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else
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spriteInfo.y = 400 - frame->height;
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spriteInfo.w = frame->width;
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spriteInfo.h = frame->height;
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spriteInfo.scale = 0;
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spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
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spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
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spriteInfo.blend = 0;
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spriteInfo.data = text_spr + sizeof(FrameHeader);
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spriteInfo.colourTable = 0;
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uint32 rv = drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x (in DisplayMsg)", rv);
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memcpy(oldPal, _palette, sizeof(oldPal));
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memset(pal, 0, sizeof(pal));
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pal[187 * 4 + 0] = 255;
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pal[187 * 4 + 1] = 255;
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pal[187 * 4 + 2] = 255;
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setPalette(0, 256, pal, RDPAL_FADE);
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fadeUp();
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free(text_spr);
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waitForFade();
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if (time > 0) {
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uint32 targetTime = _vm->getMillis() + (time * 1000);
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_vm->sleepUntil(targetTime);
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} else {
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while (!_vm->_quit) {
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MouseEvent *me = _vm->mouseEvent();
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if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)))
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break;
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if (_vm->keyboardEvent())
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break;
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updateDisplay();
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_vm->_system->delayMillis(50);
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}
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}
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fadeDown();
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waitForFade();
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clearScene();
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setPalette(0, 256, oldPal, RDPAL_FADE);
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fadeUp();
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}
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void Screen::drawBackPar0Frames() {
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// frame attached to 1st background parallax
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for (uint i = 0; i < _curBgp0; i++)
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processImage(&_bgp0List[i]);
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}
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void Screen::drawBackPar1Frames() {
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// frame attached to 2nd background parallax
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for (uint i = 0; i < _curBgp1; i++)
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processImage(&_bgp1List[i]);
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}
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void Screen::drawBackFrames() {
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// background sprite, fixed to main background
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for (uint i = 0; i < _curBack; i++)
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processImage(&_backList[i]);
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}
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void Screen::drawSortFrames(byte *file) {
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uint i, j;
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// Sort the sort list. Used to be a separate function, but it was only
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// called once, right before calling drawSortFrames().
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if (_curSort > 1) {
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for (i = 0; i < _curSort - 1; i++) {
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for (j = 0; j < _curSort - 1; j++) {
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if (_sortList[_sortOrder[j]].sort_y > _sortList[_sortOrder[j + 1]].sort_y) {
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SWAP(_sortOrder[j], _sortOrder[j + 1]);
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}
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}
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}
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}
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// Draw the sorted frames - layers, shrinkers & normal flat sprites
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for (i = 0; i < _curSort; i++) {
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if (_sortList[_sortOrder[i]].layer_number) {
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// it's a layer - minus 1 for true layer number
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// we need to know from the BuildUnit because the
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// layers will have been sorted in random order
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processLayer(file, _sortList[_sortOrder[i]].layer_number - 1);
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} else {
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// it's a sprite
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processImage(&_sortList[_sortOrder[i]]);
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}
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}
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}
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void Screen::drawForeFrames() {
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// foreground sprite, fixed to main background
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for (uint i = 0; i < _curFore; i++)
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processImage(&_foreList[i]);
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}
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void Screen::drawForePar0Frames() {
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// frame attached to 1st foreground parallax
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for (uint i = 0; i < _curFgp0; i++)
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processImage(&_fgp0List[i]);
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}
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void Screen::drawForePar1Frames() {
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// frame attached to 2nd foreground parallax
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for (uint i = 0; i < _curFgp1; i++)
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processImage(&_fgp1List[i]);
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}
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void Screen::processLayer(byte *file, uint32 layer_number) {
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LayerHeader *layer_head = _vm->fetchLayerHeader(file, layer_number);
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SpriteInfo spriteInfo;
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spriteInfo.x = layer_head->x;
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spriteInfo.y = layer_head->y;
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spriteInfo.w = layer_head->width;
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spriteInfo.scale = 0;
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spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
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spriteInfo.h = layer_head->height;
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spriteInfo.type = RDSPR_TRANS | RDSPR_RLE256FAST;
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spriteInfo.blend = 0;
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spriteInfo.data = file + sizeof(StandardHeader) + layer_head->offset;
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spriteInfo.colourTable = 0;
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// check for largest layer for debug info
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uint32 current_layer_area = layer_head->width * layer_head->height;
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if (current_layer_area > _largestLayerArea) {
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byte buf[NAME_LEN];
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_largestLayerArea = current_layer_area;
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sprintf(_largestLayerInfo,
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"largest layer: %s layer(%d) is %dx%d",
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_vm->fetchObjectName(_thisScreen.background_layer_id, buf),
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layer_number, layer_head->width, layer_head->height);
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}
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uint32 rv = drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x in processLayer(%d)", rv, layer_number);
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}
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void Screen::processImage(BuildUnit *build_unit) {
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byte *file = _vm->_resman->openResource(build_unit->anim_resource);
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byte *colTablePtr = NULL;
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AnimHeader *anim_head = _vm->fetchAnimHeader(file);
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CdtEntry *cdt_entry = _vm->fetchCdtEntry(file, build_unit->anim_pc);
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FrameHeader *frame_head = _vm->fetchFrameHeader(file, build_unit->anim_pc);
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// so that 0-colour is transparent
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uint32 spriteType = RDSPR_TRANS;
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if (anim_head->blend)
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spriteType |= RDSPR_BLEND;
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// if the frame is to be flipped (only really applicable to frames
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// using offsets)
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if (cdt_entry->frameType & FRAME_FLIPPED)
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spriteType |= RDSPR_FLIP;
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if (cdt_entry->frameType & FRAME_256_FAST) {
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// scaling, shading & blending don't work with RLE256FAST
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// but the same compression can be decompressed using the
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// RLE256 routines!
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// NOTE: If this restriction refers to drawSprite(), I don't
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// think we have it any more. But I'm not sure.
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if (build_unit->scale || anim_head->blend || build_unit->shadingFlag)
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spriteType |= RDSPR_RLE256;
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else
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spriteType |= RDSPR_RLE256FAST;
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} else {
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switch (anim_head->runTimeComp) {
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case NONE:
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spriteType |= RDSPR_NOCOMPRESSION;
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break;
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case RLE256:
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spriteType |= RDSPR_RLE256;
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break;
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case RLE16:
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spriteType |= RDSPR_RLE16;
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// points to just after last cdt_entry, ie.
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// start of colour table
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colTablePtr = (byte *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(CdtEntry);
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break;
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}
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}
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// if we want this frame to be affected by the shading mask,
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// add the status bit
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if (build_unit->shadingFlag)
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spriteType |= RDSPR_SHADOW;
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SpriteInfo spriteInfo;
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spriteInfo.x = build_unit->x;
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spriteInfo.y = build_unit->y;
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spriteInfo.w = frame_head->width;
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spriteInfo.h = frame_head->height;
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spriteInfo.scale = build_unit->scale;
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spriteInfo.scaledWidth = build_unit->scaled_width;
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spriteInfo.scaledHeight = build_unit->scaled_height;
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spriteInfo.type = spriteType;
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spriteInfo.blend = anim_head->blend;
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// points to just after frame header, ie. start of sprite data
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spriteInfo.data = (byte *) (frame_head + 1);
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spriteInfo.colourTable = colTablePtr;
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// check for largest layer for debug info
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uint32 current_sprite_area = frame_head->width * frame_head->height;
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if (current_sprite_area > _largestSpriteArea) {
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byte buf[NAME_LEN];
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_largestSpriteArea = current_sprite_area;
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sprintf(_largestSpriteInfo,
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"largest sprite: %s frame(%d) is %dx%d",
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_vm->fetchObjectName(build_unit->anim_resource, buf),
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build_unit->anim_pc,
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frame_head->width,
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frame_head->height);
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}
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if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) { // see anims.cpp
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// bring the anim into the visible screen
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// but leave extra pixel at edge for box
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if (spriteInfo.x + spriteInfo.scaledWidth >= 639)
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spriteInfo.x = 639 - spriteInfo.scaledWidth;
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if (spriteInfo.y + spriteInfo.scaledHeight >= 399)
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spriteInfo.y = 399 - spriteInfo.scaledHeight;
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if (spriteInfo.x < 1)
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spriteInfo.x = 1;
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if (spriteInfo.y < 1)
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spriteInfo.y = 1;
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// create box to surround sprite - just outside sprite box
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_vm->_debugger->_rectX1 = spriteInfo.x - 1;
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_vm->_debugger->_rectY1 = spriteInfo.y - 1;
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_vm->_debugger->_rectX2 = spriteInfo.x + spriteInfo.scaledWidth;
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_vm->_debugger->_rectY2 = spriteInfo.y + spriteInfo.scaledHeight;
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}
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uint32 rv = drawSprite(&spriteInfo);
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if (rv) {
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byte buf[NAME_LEN];
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error("Driver Error %.8x with sprite %s (%d) in processImage",
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rv,
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_vm->fetchObjectName(build_unit->anim_resource, buf),
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build_unit->anim_resource);
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}
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// release the anim resource
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_vm->_resman->closeResource(build_unit->anim_resource);
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}
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void Screen::resetRenderLists() {
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// reset the sort lists - do this before a logic loop
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// takes into account the fact that the start of the list is pre-built
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// with the special sortable layers
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_curBgp0 = 0;
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_curBgp1 = 0;
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_curBack = 0;
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// beginning of sort list is setup with the special sort layers
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_curSort = _thisScreen.number_of_layers;
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_curFore = 0;
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_curFgp0 = 0;
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_curFgp1 = 0;
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if (_curSort) {
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// there are some layers - so rebuild the sort order list
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for (uint i = 0; i < _curSort; i++)
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_sortOrder[i] = i;
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}
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}
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void Screen::registerFrame(ObjectMouse *ob_mouse, ObjectGraphic *ob_graph, ObjectMega *ob_mega, BuildUnit *build_unit) {
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assert(ob_graph->anim_resource);
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byte *file = _vm->_resman->openResource(ob_graph->anim_resource);
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AnimHeader *anim_head = _vm->fetchAnimHeader(file);
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CdtEntry *cdt_entry = _vm->fetchCdtEntry(file, ob_graph->anim_pc);
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FrameHeader *frame_head = _vm->fetchFrameHeader(file, ob_graph->anim_pc);
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// update player graphic details for on-screen debug info
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if (Logic::_scriptVars[ID] == CUR_PLAYER_ID) {
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_vm->_debugger->_playerGraphic.type = ob_graph->type;
|
|
_vm->_debugger->_playerGraphic.anim_resource = ob_graph->anim_resource;
|
|
// counting 1st frame as 'frame 1'
|
|
_vm->_debugger->_playerGraphic.anim_pc = ob_graph->anim_pc + 1;
|
|
_vm->_debugger->_playerGraphicNoFrames = anim_head->noAnimFrames;
|
|
}
|
|
|
|
// fill in the BuildUnit structure for this frame
|
|
|
|
build_unit->anim_resource = ob_graph->anim_resource;
|
|
build_unit->anim_pc = ob_graph->anim_pc;
|
|
build_unit->layer_number = 0;
|
|
|
|
// Affected by shading mask?
|
|
if (ob_graph->type & SHADED_SPRITE)
|
|
build_unit->shadingFlag = true;
|
|
else
|
|
build_unit->shadingFlag = false;
|
|
|
|
// Check if this frame has offsets ie. this is a scalable mega frame
|
|
|
|
int scale = 0;
|
|
|
|
if (cdt_entry->frameType & FRAME_OFFSET) {
|
|
// Calc scale at which to print the sprite, based on feet
|
|
// y-coord & scaling constants (NB. 'scale' is actually
|
|
// 256 * true_scale, to maintain accuracy)
|
|
|
|
// Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even
|
|
// better accuracy, ie. scale = (Ay + B) / 256
|
|
scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256;
|
|
|
|
// calc final render coordinates (top-left of sprite), based
|
|
// on feet coords & scaled offsets
|
|
|
|
// add scaled offsets to feet coords
|
|
build_unit->x = ob_mega->feet_x + (cdt_entry->x * scale) / 256;
|
|
build_unit->y = ob_mega->feet_y + (cdt_entry->y * scale) / 256;
|
|
|
|
// Work out new width and height. Always divide by 256 after
|
|
// everything else, to maintain accurary
|
|
build_unit->scaled_width = ((scale * frame_head->width) / 256);
|
|
build_unit->scaled_height = ((scale * frame_head->height) / 256);
|
|
} else {
|
|
// It's a non-scaling anim. Get render coords for sprite, from cdt
|
|
build_unit->x = cdt_entry->x;
|
|
build_unit->y = cdt_entry->y;
|
|
|
|
// Get width and height
|
|
build_unit->scaled_width = frame_head->width;
|
|
build_unit->scaled_height = frame_head->height;
|
|
}
|
|
|
|
// either 0 or required scale, depending on whether 'scale' computed
|
|
build_unit->scale = scale;
|
|
|
|
// calc the bottom y-coord for sorting purposes
|
|
build_unit->sort_y = build_unit->y + build_unit->scaled_height - 1;
|
|
|
|
if (ob_mouse) {
|
|
// passed a mouse structure, so add to the _mouseList
|
|
_vm->_mouse->registerMouse(ob_mouse, build_unit);
|
|
|
|
}
|
|
|
|
_vm->_resman->closeResource(ob_graph->anim_resource);
|
|
}
|
|
|
|
void Screen::registerFrame(ObjectMouse *ob_mouse, ObjectGraphic *ob_graph, ObjectMega *ob_mega) {
|
|
// check low word for sprite type
|
|
switch (ob_graph->type & 0x0000ffff) {
|
|
case BGP0_SPRITE:
|
|
assert(_curBgp0 < MAX_bgp0_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_bgp0List[_curBgp0]);
|
|
_curBgp0++;
|
|
break;
|
|
case BGP1_SPRITE:
|
|
assert(_curBgp1 < MAX_bgp1_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_bgp1List[_curBgp1]);
|
|
_curBgp1++;
|
|
break;
|
|
case BACK_SPRITE:
|
|
assert(_curBack < MAX_back_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_backList[_curBack]);
|
|
_curBack++;
|
|
break;
|
|
case SORT_SPRITE:
|
|
assert(_curSort < MAX_sort_sprites);
|
|
_sortOrder[_curSort] = _curSort;
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_sortList[_curSort]);
|
|
_curSort++;
|
|
break;
|
|
case FORE_SPRITE:
|
|
assert(_curFore < MAX_fore_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_foreList[_curFore]);
|
|
_curFore++;
|
|
break;
|
|
case FGP0_SPRITE:
|
|
assert(_curFgp0 < MAX_fgp0_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_fgp0List[_curFgp0]);
|
|
_curFgp0++;
|
|
break;
|
|
case FGP1_SPRITE:
|
|
assert(_curFgp1 < MAX_fgp1_sprites);
|
|
registerFrame(ob_mouse, ob_graph, ob_mega, &_fgp1List[_curFgp1]);
|
|
_curFgp1++;
|
|
break;
|
|
default:
|
|
// NO_SPRITE no registering!
|
|
break;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Sword2
|