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