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6778175f6d
This mostly enforces tabs for indentation and spaces for formatting. But also fixes spaces on empty lines, some extra/missing spaces. astyle + manual fixup
107 lines
3.1 KiB
C++
107 lines
3.1 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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*
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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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*
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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 AGI_SPRITE_H
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#define AGI_SPRITE_H
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namespace Agi {
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/**
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* Sprite structure.
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* This structure holds information on visible and priority data of
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* a rectangular area of the AGI screen. Sprites are chained in two
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* circular lists, one for updating and other for non-updating sprites.
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*/
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struct Sprite {
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uint16 givenOrderNr;
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uint16 sortOrder;
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ScreenObjEntry *screenObjPtr; /**< pointer to view table entry */
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int16 xPos; /**< x coordinate of the sprite */
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int16 yPos; /**< y coordinate of the sprite */
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int16 xSize; /**< width of the sprite */
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int16 ySize; /**< height of the sprite */
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byte *backgroundBuffer; /**< buffer to store background data */
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};
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typedef Common::List<Sprite> SpriteList;
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typedef Common::List<Sprite *> SpritePtrList;
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class AgiEngine;
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class GfxMgr;
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class Obejcts;
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class SpritesMgr {
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private:
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GfxMgr *_gfx;
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AgiEngine *_vm;
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//
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// Sprite management functions
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//
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SpriteList _spriteRegularList;
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SpriteList _spriteStaticList;
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public:
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void buildRegularSpriteList();
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void buildStaticSpriteList();
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void buildAllSpriteLists();
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void buildSpriteListAdd(uint16 givenOrderNr, ScreenObjEntry *screenObj, SpriteList &spriteList);
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void freeList(SpriteList &spriteList);
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void freeRegularSprites();
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void freeStaticSprites();
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void freeAllSprites();
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void eraseSprites(SpriteList &spriteList);
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void eraseRegularSprites();
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void eraseStaticSprites();
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void eraseSprites();
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void drawSprites(SpriteList &spriteList);
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void drawRegularSpriteList();
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void drawStaticSpriteList();
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void drawAllSpriteLists();
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void drawCel(ScreenObjEntry *screenObj);
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void showSprite(ScreenObjEntry *screenObj);
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void showSprites(SpriteList &spriteList);
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void showRegularSpriteList();
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void showStaticSpriteList();
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void showAllSpriteLists();
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void showObject(int16 viewNr);
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public:
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SpritesMgr(AgiEngine *agi, GfxMgr *gfx);
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~SpritesMgr();
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int initSprites();
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void deinitSprites();
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void addToPic(int16 viewNr, int16 loopNr, int16 celNr, int16 xPos, int16 yPos, int16 priority, int16 border);
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void addToPicDrawPriorityBox(ScreenObjEntry *screenObj, int16 border);
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};
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} // End of namespace Agi
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#endif /* AGI_SPRITE_H */
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