scummvm/engines/dragons/scene.h
2020-02-25 14:43:42 +01:00

95 lines
3.0 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.
*
*/
#ifndef DRAGONS_SCENE_H
#define DRAGONS_SCENE_H
#include "common/rect.h"
#include "common/system.h"
#include "dragons/screen.h"
namespace Dragons {
class DragonsEngine;
class ActorManager;
class Background;
class DragonRMS;
class BackgroundResourceLoader;
class DragonINIResource;
class Screen;
class ScriptOpcodes;
class ScaleLayer;
struct DragonINI;
class Scene {
public:
Common::Point _camera;
int16 _mapTransitionEffectSceneID;
private:
DragonsEngine *_vm;
Screen *_screen;
ActorManager *_actorManager;
Background *_stage;
DragonRMS *_dragonRMS;
DragonINIResource *_dragonINIResource;
BackgroundResourceLoader *_backgroundLoader;
ScriptOpcodes *_scriptOpcodes;
int16 _currentSceneId;
int16 _data_800633ee; //TODO this isn't referenced. Is it needed?
public:
Scene(DragonsEngine *vm, Screen *screen, ScriptOpcodes *scriptOpcodes, ActorManager *actorManager, DragonRMS *_dragonRMS, DragonINIResource *_dragonINIResource, BackgroundResourceLoader *backgroundResourceLoader);
void loadScene(uint32 sceneId, uint32 cameraPointId);
void loadSceneData(uint32 sceneId, uint32 cameraPointId);
int16 getPriorityAtPosition(Common::Point pos);
void draw();
bool contains(DragonINI *ini);
byte *getPalette();
void setStagePalette(byte *newPalette);
uint16 getSceneId();
void setSceneId(int16 newSceneId);
Common::Point getPoint(uint32 pointIndex);
uint16 getStageWidth();
uint16 getStageHeight();
void loadImageOverlay(uint16 iptId);
void removeImageOverlay(uint16 iptId);
void setBgLayerPriority(uint8 newPriority);
void setMgLayerPriority(uint8 newPriority);
void setFgLayerPriority(uint8 newPriority);
void setLayerOffset(uint8 layerNumber, Common::Point offset);
Common::Point getLayerOffset(uint8 layerNumber);
ScaleLayer *getScaleLayer();
void setLayerAlphaMode(uint8 layerNumber, AlphaBlendMode mode);
private:
void resetActorFrameFlags();
void drawActorNumber(int16 x, int16 y, uint16 actorId);
void drawBgLayer(uint8 layerNumber, Common::Rect rect, Graphics::Surface *surface);
};
} // End of namespace Dragons
#endif //DRAGONS_SCENE_H