scummvm/engines/agi/sprite.h
Johannes Schickel 6778175f6d AGI: Fix formatting.
This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.

astyle + manual fixup
2016-02-02 20:15:18 +01:00

107 lines
3.1 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 AGI_SPRITE_H
#define AGI_SPRITE_H
namespace Agi {
/**
* Sprite structure.
* This structure holds information on visible and priority data of
* a rectangular area of the AGI screen. Sprites are chained in two
* circular lists, one for updating and other for non-updating sprites.
*/
struct Sprite {
uint16 givenOrderNr;
uint16 sortOrder;
ScreenObjEntry *screenObjPtr; /**< pointer to view table entry */
int16 xPos; /**< x coordinate of the sprite */
int16 yPos; /**< y coordinate of the sprite */
int16 xSize; /**< width of the sprite */
int16 ySize; /**< height of the sprite */
byte *backgroundBuffer; /**< buffer to store background data */
};
typedef Common::List<Sprite> SpriteList;
typedef Common::List<Sprite *> SpritePtrList;
class AgiEngine;
class GfxMgr;
class Obejcts;
class SpritesMgr {
private:
GfxMgr *_gfx;
AgiEngine *_vm;
//
// Sprite management functions
//
SpriteList _spriteRegularList;
SpriteList _spriteStaticList;
public:
void buildRegularSpriteList();
void buildStaticSpriteList();
void buildAllSpriteLists();
void buildSpriteListAdd(uint16 givenOrderNr, ScreenObjEntry *screenObj, SpriteList &spriteList);
void freeList(SpriteList &spriteList);
void freeRegularSprites();
void freeStaticSprites();
void freeAllSprites();
void eraseSprites(SpriteList &spriteList);
void eraseRegularSprites();
void eraseStaticSprites();
void eraseSprites();
void drawSprites(SpriteList &spriteList);
void drawRegularSpriteList();
void drawStaticSpriteList();
void drawAllSpriteLists();
void drawCel(ScreenObjEntry *screenObj);
void showSprite(ScreenObjEntry *screenObj);
void showSprites(SpriteList &spriteList);
void showRegularSpriteList();
void showStaticSpriteList();
void showAllSpriteLists();
void showObject(int16 viewNr);
public:
SpritesMgr(AgiEngine *agi, GfxMgr *gfx);
~SpritesMgr();
int initSprites();
void deinitSprites();
void addToPic(int16 viewNr, int16 loopNr, int16 celNr, int16 xPos, int16 yPos, int16 priority, int16 border);
void addToPicDrawPriorityBox(ScreenObjEntry *screenObj, int16 border);
};
} // End of namespace Agi
#endif /* AGI_SPRITE_H */