mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
536 lines
15 KiB
C++
536 lines
15 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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#include "dragons/scene.h"
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#include "dragons/dragons.h"
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#include "dragons/actor.h"
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#include "dragons/background.h"
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#include "dragons/cursor.h"
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#include "dragons/credits.h"
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#include "dragons/dragonini.h"
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#include "dragons/dragonimg.h"
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#include "dragons/font.h"
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#include "dragons/inventory.h"
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#include "dragons/screen.h"
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#include "dragons/actorresource.h"
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#include "dragons/scriptopcodes.h"
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namespace Dragons {
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Scene::Scene(DragonsEngine *vm, Screen *screen, ScriptOpcodes *scriptOpcodes, ActorManager *actorManager, DragonRMS *dragonRMS, DragonINIResource *dragonINIResource, BackgroundResourceLoader *backgroundResourceLoader)
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: _vm(vm), _screen(screen), _scriptOpcodes(scriptOpcodes), _stage(0), _actorManager(actorManager), _dragonRMS(dragonRMS), _dragonINIResource(dragonINIResource), _backgroundLoader(backgroundResourceLoader) {
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_mapTransitionEffectSceneID = 2;
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_data_800633ee = 0;
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_currentSceneId = -1;
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}
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void Scene::loadScene(uint32 sceneId, uint32 cameraPointId) {
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if (!_vm->isFlagSet(ENGINE_FLAG_40)) {
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_vm->fadeToBlack();
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}
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bool unkFlag2Set = _vm->isUnkFlagSet(ENGINE_UNK1_FLAG_2);
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bool flag8set = _vm->isFlagSet(ENGINE_FLAG_8);
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_vm->clearFlags(ENGINE_FLAG_8);
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_vm->setUnkFlags(ENGINE_UNK1_FLAG_2);
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for (int i = 0; i < 8; i++) {
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_vm->_paletteCyclingTbl[i].updateInterval = 0;
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}
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// TODO
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_vm->reset_screen_maybe();
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loadSceneData(sceneId, cameraPointId);
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if (flag8set) {
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_vm->setFlags(ENGINE_FLAG_8);
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}
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if (!_vm->isFlagSet(ENGINE_FLAG_8000000) && sceneId != 4) {
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_vm->_cursor->updateSequenceID((int16)_vm->_cursor->_sequenceID);
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}
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_vm->waitForFrames(2);
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_vm->fadeFromBlack();
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if (!unkFlag2Set) {
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_vm->clearUnkFlags(ENGINE_UNK1_FLAG_2);
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}
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_data_800633ee = 0;
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if (!(sceneId & 0x8000)) {
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byte *obd = _dragonRMS->getAfterSceneLoadedScript(sceneId);
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ScriptOpCall scriptOpCall(obd + 4, READ_LE_UINT32(obd));
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_scriptOpcodes->runScript(scriptOpCall);
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}
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DragonINI *ini = _dragonINIResource->getRecord(0xc4);
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ini->objectState = 0;
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}
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void Scene::loadSceneData(uint32 sceneId, uint32 cameraPointId) {
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bool isUnkFlag2Set = _vm->isUnkFlagSet(ENGINE_UNK1_FLAG_2);
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_vm->setUnkFlags(ENGINE_UNK1_FLAG_2 | Dragons::ENGINE_UNK1_FLAG_8);
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for (int i = 0; i < _dragonINIResource->totalRecords(); i++) {
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DragonINI *ini = _dragonINIResource->getRecord(i);
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ini->counter = -1;
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ini->flags &= ~INI_FLAG_10;
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}
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uint16 sceneIdStripped = (uint16)sceneId & ~0x8000;
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if (sceneIdStripped == 0x18 || sceneIdStripped == 0x26 || sceneIdStripped == 0x7 ||
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sceneIdStripped == 0x17 || sceneIdStripped == 0x5 || sceneIdStripped == 0x19 ||
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sceneIdStripped == 0x34 || sceneIdStripped == 0x1d || sceneIdStripped == 0x6) {
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// buf2048bytes = buf2048bytes + 0x1800;
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// error("0x8002f404"); //TODO do we need this logic?
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}
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_screen->setScreenShakeOffset(0, 0);
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if (!(sceneId & 0x8000)) {
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byte *obd = _dragonRMS->getBeforeSceneDataLoadedScript(sceneId);
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ScriptOpCall scriptOpCall(obd + 4, READ_LE_UINT32(obd));
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uint16 oldSceneId = _currentSceneId;
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_currentSceneId = -1;
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_scriptOpcodes->runScript(scriptOpCall);
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_currentSceneId = oldSceneId;
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}
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_actorManager->clearActorFlags(2);
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//TODO stopAndCloseSceneVab()
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_vm->_cursor->setActorFlag400();
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_vm->_inventory->setActorFlag400();
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_vm->clearFlags(ENGINE_FLAG_200);
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resetActorFrameFlags();
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// Loading animation logic would go here. 0x8002f538
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_vm->clearFlags(ENGINE_FLAG_20);
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_vm->setUnkFlags(ENGINE_UNK1_FLAG_10);
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_vm->fadeFromBlack();
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// TODO 0x8002f7c4
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_vm->_cursor->updatePosition(160, 100);
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_vm->clearFlags(ENGINE_FLAG_100000);
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_vm->clearFlags(ENGINE_FLAG_200000);
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DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord();
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if (flicker == nullptr || flicker->sceneId == 0) {
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_vm->getINI(1)->sceneId = 0;
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} else {
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_currentSceneId = (uint16)(sceneId & 0x7fff);
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flicker->sceneId = _currentSceneId;
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_vm->getINI(1)->sceneId = _currentSceneId;
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}
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_vm->loadCurrentSceneMsf();
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_stage = _backgroundLoader->load(sceneId);
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if (!_vm->isFlagSet(ENGINE_FLAG_800)) {
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byte *cursorPalette = _vm->_cursor->getPalette();
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byte *stagePalette = _stage->getPalette();
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for (int i = 0xc0; i < 0x100; i++) {
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stagePalette[i * 2] = cursorPalette[(i-0xc0) * 2];
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stagePalette[i * 2 + 1] = cursorPalette[(i-0xc0) * 2 + 1];
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}
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}
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for (int i = 1; i < 0x100; i ++) {
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byte *stagePalette = _stage->getPalette();
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uint16 c = READ_LE_INT16(stagePalette + i * 2);
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if ((c & 0x7fff) == 0) {
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stagePalette[i * 2 + 1] |= 0x80;
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}
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}
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_screen->loadPalette(0, _stage->getPalette());
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for (int i = 1; i < 0x100; i ++) {
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byte *stagePalette = _stage->getPalette();
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uint16 c = READ_LE_INT16(stagePalette + i * 2);
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if ((c & 0x7fff) == 0) {
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stagePalette[i * 2] = 1;
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stagePalette[i * 2 + 1] = 0;
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}
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}
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_camera = _stage->getPoint2(cameraPointId);
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if (flicker && !(sceneId & 0x8000)) {
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flicker->x = _camera.x;
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flicker->y = _camera.y;
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_vm->getINI(1)->x = _camera.x;
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_vm->getINI(1)->y = _camera.y;
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}
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debug(3, "Flicker: (%X, %X)", _camera.x, _camera.y);
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if (_camera.x > 160) {
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_camera.x -= 160;
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} else {
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_camera.x = 0;
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}
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if (_camera.y > 100) {
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_camera.y -= 100;
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} else {
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_camera.y = 0;
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}
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if (_camera.x + 320 >= _stage->getWidth()) {
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_camera.x = _stage->getWidth() - 320;
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}
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if (_camera.y + 200 >= _stage->getHeight()) {
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_camera.y = _stage->getHeight() - 200;
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}
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debug(3, "Camera: (%d, %d)", _camera.x, _camera.y);
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// 0x8002ff80
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_vm->fadeToBlack();
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_vm->clearUnkFlags(ENGINE_UNK1_FLAG_10);
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_vm->setFlags(ENGINE_FLAG_20);
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// TODO reset vsync_updater_function
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_vm->setFlags(ENGINE_FLAG_200);
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_actorManager->clearActorFlags(2);
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_vm->_isLoadingDialogAudio = false;
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// TODO 0x8002fff0
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for (int i = 0; i < _dragonINIResource->totalRecords(); i++) {
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DragonINI *ini = _dragonINIResource->getRecord(i);
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if (ini->sceneId == sceneIdStripped) {
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if (ini->flags & 1) {
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Actor *actor = _actorManager->loadActor(ini->actorResourceId, ini->sequenceId, ini->x, ini->y, 0);
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if (actor) {
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ini->actor = actor;
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if (ini->flags & 0x1000) {
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actor->_frame_flags |= 0x10;
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} else {
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if (ini->flags & 0x2000) {
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actor->_frame_flags |= 0x20;
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} else {
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actor->_frame_flags &= ~0x10;
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}
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}
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actor->_direction = ini->direction2;
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if (ini->flags & 2) {
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actor->_flags |= ACTOR_FLAG_80;
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} else {
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actor->_flags &= 0xfeff;
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}
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if (ini->flags & 0x20) {
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actor->_flags |= ACTOR_FLAG_100;
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} else {
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actor->_flags &= 0xfeff;
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}
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if (ini->flags & 4) {
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actor->_flags |= ACTOR_FLAG_8000;
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} else {
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actor->_flags &= 0x7fff;
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}
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if (ini->flags & 0x100) {
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actor->_flags |= ACTOR_FLAG_4000;
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} else {
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actor->_flags &= 0xbfff;
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}
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//
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// Graphics::Surface *s = actor->getCurrentFrame();
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// int x = ini->x - actor->_frame_vram_x;
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// int y = ini->y - actor->_frame_vram_y;
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// if (x >= 0 && y >= 0 && x + s->w < 320 && y + s->h < 200) {
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// debug("Actor %d, %d %d (%d, %d)", actor->_actorID, ini->actorResourceId, ini->flags, ini->x, ini->y);
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// _stage->getFgLayer()->copyRectToSurface(*s, x, y, Common::Rect(s->w, s->h));
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// }
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}
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// _stage->getFgLayer()->drawLine(ini->x, ini->y, ini->x + 8, ini->y + 8, 0x7c00);
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//break;
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} else {
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if (ini->iptIndex_maybe != -1) {
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loadImageOverlay(ini->iptIndex_maybe);
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}
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}
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}
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}
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// 0x80030458
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DragonINI *ini = _vm->getINI(1);
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if (ini->actor && _vm->_dragonINIResource->getFlickerRecord() && _vm->_dragonINIResource->getFlickerRecord()->sceneId == _currentSceneId) {
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ini->actor->setFlag(ACTOR_FLAG_100);
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ini->actor->_priorityLayer = 0;
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}
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if (flicker && flicker->sceneId != 0) {
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flicker->direction2 = _vm->_flickerInitialSceneDirection;
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if (flicker->actor) {
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flicker->actor->_direction = _vm->_flickerInitialSceneDirection;
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flicker->actor->setFlag(ACTOR_FLAG_4);
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}
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}
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// 0x800305bc
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_vm->_inventory->loadScene(_currentSceneId);
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// 0x8003070c
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// TODO sub_80013b3c(); // palette related.
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if (_vm->_inventory->isOpen()) {
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_vm->_inventory->close();
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}
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if (!_vm->isFlagSet(ENGINE_FLAG_10000)) {
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_vm->setFlags(ENGINE_FLAG_10);
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}
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_vm->setFlags(ENGINE_FLAG_1);
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_vm->setFlags(ENGINE_FLAG_200);
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_vm->setFlags(ENGINE_FLAG_4000000);
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if (flicker && flicker->sceneId == _currentSceneId) {
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flicker->actor->updateSequence((uint16)flicker->actor->_direction);
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}
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_vm->clearUnkFlags(ENGINE_UNK1_FLAG_2);
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_vm->clearUnkFlags(ENGINE_UNK1_FLAG_8);
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if (isUnkFlag2Set) {
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_vm->setUnkFlags(ENGINE_UNK1_FLAG_2);
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}
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if (!(sceneId & 0x8000)) {
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byte *obd = _dragonRMS->getAfterSceneDataLoadedScript(sceneId);
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ScriptOpCall scriptOpCall(obd + 4, READ_LE_UINT32(obd));
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_scriptOpcodes->runScript(scriptOpCall);
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}
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}
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void Scene::draw() {
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Common::Rect rect(_camera.x, _camera.y, _camera.x + 320, _camera.y + 200);
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_vm->_screen->clearScreen();
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for (uint16 priority = 1; priority < 16; priority++) {
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if (_vm->isInMenu() || (priority == 7 && _vm->isFlagSet(ENGINE_FLAG_200))) {
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_vm->_fontManager->updatePalette();
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_vm->_fontManager->draw();
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}
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if (_vm->isFlagSet(ENGINE_FLAG_200)) {
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if (priority == 5) {
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if (_vm->isFlagSet(ENGINE_FLAG_80)) {
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_vm->_inventory->draw();
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}
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}
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if (priority == _stage->getFgLayerPriority()) {
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drawBgLayer(2, rect, _stage->getFgLayer());
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}
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if (priority == _stage->getMgLayerPriority()) {
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drawBgLayer(1, rect, _stage->getMgLayer());
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}
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if (priority == _stage->getBgLayerPriority()) {
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drawBgLayer(0, rect, _stage->getBgLayer());
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}
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}
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_screen->drawFlatQuads(priority);
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for (int16 i = 0; i < DRAGONS_ENGINE_NUM_ACTORS; i++) {
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Actor *actor = _actorManager->getActorByDisplayOrder(i);
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if (actor->_x_pos == -100 && actor->_y_pos == 100) {
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actor->_priorityLayer = 0;
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continue;
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}
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if (actor->_flags & ACTOR_FLAG_40 &&
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!(actor->_flags & ACTOR_FLAG_400) &&
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actor->_surface &&
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actor->_frame->width != 0 &&
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actor->_frame->height != 0) {
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Graphics::Surface *s = actor->_surface;
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if (actor->_priorityLayer == priority) { //} && x + s->w < 320 && y + s->h < 200) {
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if (!actor->isFlagSet(ACTOR_FLAG_80)) {
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actor->_scale = _stage->getScaleLayer()->getScale(actor->_y_pos);
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}
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int x = actor->_x_pos - (actor->_frame->xOffset * actor->_scale / DRAGONS_ENGINE_SPRITE_100_PERCENT_SCALE) - (actor->isFlagSet(ACTOR_FLAG_200) ? 0 : _camera.x);
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int y = actor->_y_pos - (actor->_frame->yOffset * actor->_scale / DRAGONS_ENGINE_SPRITE_100_PERCENT_SCALE) - (actor->isFlagSet(ACTOR_FLAG_200) ? 0 : _camera.y);
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debug(5, "Actor %d %s (%d, %d) w:%d h:%d Priority: %d Scale: %d", actor->_actorID, actor->_actorResource->getFilename(), x,
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y,
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s->w, s->h, actor->_priorityLayer, actor->_scale);
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_screen->copyRectToSurface8bpp(*s, actor->getPalette(), x, y, Common::Rect(s->w, s->h), (bool)(actor->_frame->flags & FRAME_FLAG_FLIP_X), actor->isFlagSet(ACTOR_FLAG_8000) ? NONE : NORMAL, actor->_scale);
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if (_vm->isDebugMode()) {
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_screen->drawRect(0x7fff, Common::Rect(x, y, x + s->w, y + s->h), actor->_actorID);
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drawActorNumber(x + s->w, y + 8, actor->_actorID);
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}
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}
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}
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}
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}
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if (_vm->_credits->isRunning()) {
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_vm->_credits->draw();
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}
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if (_vm->isDebugMode()) {
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_vm->_fontManager->clearText();
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}
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}
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int16 Scene::getPriorityAtPosition(Common::Point pos) {
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return _stage->getPriorityAtPoint(pos);
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}
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bool Scene::contains(DragonINI *ini) {
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assert(ini);
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return ini->sceneId == _currentSceneId;
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}
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byte *Scene::getPalette() {
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assert(_stage);
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return _stage->getPalette();
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}
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uint16 Scene::getSceneId() {
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return (uint16)_currentSceneId;
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}
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Common::Point Scene::getPoint(uint32 pointIndex) {
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return _stage->getPoint2(pointIndex);
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}
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uint16 Scene::getStageWidth() {
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return _stage->getWidth();
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}
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uint16 Scene::getStageHeight() {
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return _stage->getHeight();
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}
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void Scene::loadImageOverlay(uint16 iptId) {
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Img *img =_vm->_dragonImg->getImg(iptId);
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if (img->h != 0) {
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if (img->field_e <= 2) {
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_stage->overlayImage(img->layerNum - 1, img->data, img->x, img->y, img->w, img->h);
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}
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if (img->field_e == 2 || img->field_e == 0) {
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_stage->overlayPriorityTileMap(img->data + img->w * img->h * 2, img->x, img->y, img->w, img->h);
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}
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}
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}
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void Scene::removeImageOverlay(uint16 iptId) {
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Img *img =_vm->_dragonImg->getImg(iptId);
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_stage->restoreTiles(img->layerNum - 1, img->x, img->y, img->w, img->h);
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_stage->restorePriorityTileMap(img->x, img->y, img->w, img->h);
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}
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void Scene::setSceneId(int16 newSceneId) {
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_currentSceneId = newSceneId;
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}
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void Scene::resetActorFrameFlags() {
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for (int i = 0; i < 0x17; i++) {
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Actor *actor = _vm->_actorManager->getActor(i);
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actor->_frame_flags &= ~ACTOR_FRAME_FLAG_10;
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actor->_frame_flags &= ~ACTOR_FRAME_FLAG_20;
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}
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}
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void Scene::setBgLayerPriority(uint8 newPriority) {
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_stage->setBgLayerPriority(newPriority);
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}
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|
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void Scene::setMgLayerPriority(uint8 newPriority) {
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_stage->setMgLayerPriority(newPriority);
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}
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|
|
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void Scene::setFgLayerPriority(uint8 newPriority) {
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_stage->setFgLayerPriority(newPriority);
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}
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|
|
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void Scene::setStagePalette(byte *newPalette) {
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_stage->setPalette(newPalette);
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}
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|
|
|
|
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void Scene::drawActorNumber(int16 x, int16 y, uint16 actorId) {
|
|
uint16 text[30];
|
|
char text8[15];
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|
|
|
sprintf(text8, "%d", actorId);
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|
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for (uint i = 0; i < strlen(text8); i++) {
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|
text[i] = text8[i];
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}
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_vm->_fontManager->addText(x, y, text, strlen(text8), 1);
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}
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|
|
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void Scene::setLayerOffset(uint8 layerNumber, Common::Point offset) {
|
|
_stage->setLayerOffset(layerNumber, offset);
|
|
}
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|
|
|
Common::Point Scene::getLayerOffset(uint8 layerNumber) {
|
|
return _stage->getLayerOffset(layerNumber);
|
|
}
|
|
|
|
void Scene::drawBgLayer(uint8 layerNumber, Common::Rect rect, Graphics::Surface *surface) {
|
|
Common::Point offset = _stage->getLayerOffset(layerNumber);
|
|
// Common::Rect clippedRect = _screen->clipRectToRect(offset.x, offset.y, rect, Common::Rect(_stage->getBgLayer()->w, _stage->getBgLayer()->h));
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|
rect.left += rect.left + offset.x < 0 ? -(rect.left + offset.x) : offset.x;
|
|
if (rect.right + offset.x > surface->w) {
|
|
rect.right = surface->w - 1;
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|
} else {
|
|
rect.right += offset.x;
|
|
}
|
|
// clippedRect.right += offset.x < 0 ? -offset.x : 0;
|
|
rect.top += rect.top + offset.y < 0 ? -(rect.top + offset.y) : offset.y;
|
|
if (rect.bottom + offset.y > surface->h) {
|
|
rect.bottom = surface->h - 1;
|
|
} else {
|
|
rect.bottom += offset.y;
|
|
}
|
|
// clippedRect.bottom += offset.y < 0 ? -offset.y : 0;
|
|
_screen->copyRectToSurface8bppWrappedX(*surface, _screen->getPalette(0), rect, _stage->getLayerAlphaMode(layerNumber));
|
|
}
|
|
|
|
ScaleLayer *Scene::getScaleLayer() {
|
|
return _stage->getScaleLayer();
|
|
}
|
|
|
|
void Scene::setLayerAlphaMode(uint8 layerNumber, AlphaBlendMode mode) {
|
|
_stage->setLayerAlphaMode(layerNumber, mode);
|
|
}
|
|
|
|
} // End of namespace Dragons
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