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https://github.com/libretro/scummvm.git
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122 lines
3.3 KiB
C++
122 lines
3.3 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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*/
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#ifndef M4_SPRITE_H
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#define M4_SPRITE_H
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#include "common/util.h"
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#include "common/endian.h"
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#include "common/stream.h"
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#include "m4/graphics.h"
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/*
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TODO:
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- change DrawRequestX and RendCell
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*/
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namespace M4 {
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typedef struct
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{
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int32 x; // x position relative to GrBuff(0, 0)
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int32 y; // y position relative to GrBuff(0, 0)
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int32 scale_x; // x scale factor (can be negative for reverse draw)
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int32 scale_y; // y scale factor (can't be negative)
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uint8* depth_map; // depth code array for destination (doesn't care if srcDepth is 0)
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BGR8 *Pal; // palette for shadow draw (doesn't care if SHADOW bit is not set in Src.encoding)
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uint8* ICT; // Inverse Color Table (doesn't care if SHADOW bit is not set in Src.encoding)
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uint8 depth; // depth code for source (0 if no depth processing)
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} DrawRequestX;
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typedef struct
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{
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uint32 Pack;
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uint32 Stream;
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long hot_x;
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long hot_y;
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uint32 Width;
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uint32 Height;
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uint32 Comp;
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uint32 Reserved[8];
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uint8* data;
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} RendCell;
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#define SS_HEADER_NUM_FIELDS 14
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struct SpriteSeriesHeader {
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uint32 header;
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uint32 size;
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uint32 packing;
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uint32 frameRate;
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uint32 pixSpeed;
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uint32 maxWidth;
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uint32 maxHeight;
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uint32 reserved3;
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uint32 reserved4;
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uint32 reserved5;
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uint32 reserved6;
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uint32 reserved7;
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uint32 reserved8;
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uint32 count;
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};
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#define SF_HEADER_NUM_FIELDS 15
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struct SpriteFrameHeader {
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uint32 pack;
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uint32 stream;
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uint32 x;
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uint32 y;
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uint32 width;
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uint32 height;
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uint32 comp;
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uint32 reserved1;
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uint32 reserved2;
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uint32 reserved3;
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uint32 reserved4;
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uint32 reserved5;
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uint32 reserved6;
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uint32 reserved7;
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uint32 reserved8;
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};
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class M4Sprite : public M4Surface {
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public:
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int x, y;
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int xOffset, yOffset;
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uint8 encoding;
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M4Sprite(MadsM4Engine *vm): M4Surface() {}
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M4Sprite(MadsM4Engine *vm, int widthVal, int heightVal): M4Surface(widthVal, heightVal), xOffset(0), yOffset(0) {}
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// Loads a sprite from the given stream, and optionally decompresses the RLE-encoded data
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M4Sprite(Common::SeekableReadStream* source, int xOfs, int yOfs, int widthVal, int heightVal, bool decodeRle = true, uint8 encodingVal = 0);
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// Loads an RLE compressed sprite; the surface must have been created before
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void loadRle(Common::SeekableReadStream* rleData);
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void loadDeltaRle(Common::SeekableReadStream* rleData, int destX, int destY);
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void loadMadsSprite(Common::SeekableReadStream* source);
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byte getTransparencyIndex() const;
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protected:
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};
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} // End of namespace M4
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#endif
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