scummvm/engines/saga2/blitters.h

118 lines
3.9 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 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
* aint32 with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#ifndef SAGA2_BLITTERS_H
#define SAGA2_BLITTERS_H
#include "saga2/gdraw.h"
namespace Saga2 {
// VWPAGE.CPP , GDRAW.CPP
// Assembly-language function to copy pixel to SVGA (opaque)
void _BltPixels(uint8 *srcPtr, uint32 srcMod,
uint8 *dstPtr, uint32 dstMod,
uint32 width, uint32 height);
// Assembly-language function to copy pixel to SVGA (transparent)
void _BltPixelsT(uint8 *srcPtr, uint32 srcMod,
uint8 *dstPtr, uint32 dstMod,
uint32 width, uint32 height);
// Assembly-language function to do rectangle fill (opaque)
void _FillRect(uint8 *dstPtr, uint32 dstMod,
uint32 width, uint32 height, uint32 color);
// Assembly-language function to draw horizontal line (opaque)
void _HLine(uint8 *dstPtr, uint32 width, uint32 color);
/* ===================================================================== *
RUNLEN.ASM
* ===================================================================== */
// INTRFACE.CPP, PLAYMODE.CPP
void unpackImage(gPixelMap *map,
int32 width,
int32 rowCount,
int8 *srcData);
void unpackImage(gPixelMap &map,
int16 width,
int16 rowCount,
int8 *srcData);
/* ===================================================================== *
SPRDRAW.ASM
* ===================================================================== */
// SPRITE.CPP
void unpackSprite(gPixelMap *map, uint8 *sprData);
void compositePixels(
gPixelMap *compMap,
gPixelMap *sprMap,
int32 xpos,
int32 ypos,
uint8 *lookup);
void compositePixelsRvs(
gPixelMap *compMap,
gPixelMap *sprMap,
int32 xpos,
int32 ypos,
uint8 *lookup);
// FTA.H, AUTOMAP.CPP, DISPNODE.CPP, INTRFACE.CPP, MOUSEIMG.CPP, SPRITE.CPP
// TILE.CPP, ITEVIDEO.CPP
// Fast transparent blitting routine in assembly
void TBlit(gPixelMap *d, gPixelMap *s, int32 x, int32 y);
void TBlit4(gPixelMap *d, gPixelMap *s, int32 x, int32 y);
/* ===================================================================== *
TILEDRAW.ASM
* ===================================================================== */
// TILE.H, TILELOAD.CPP
void drawTile(gPixelMap *map,
int32 x, int32 y, int32 height,
uint8 *srcData);
void maskTile(gPixelMap *map,
int32 x, int32 y, int32 height,
uint8 *srcData);
} // end of namespace Saga2
#endif