mirror of
https://github.com/libretro/scummvm.git
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242 lines
5.3 KiB
C++
242 lines
5.3 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MADS_SPRITES_H
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#define MADS_SPRITES_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "mads/assets.h"
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#include "mads/msurface.h"
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namespace MADS {
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enum SpriteFlags {
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IMG_STATIC = 0, // Item should remain fixed on the screen
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IMG_UPDATE = 1, // Item needs to be redrawn
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IMG_ERASE = -1, // Erase image and remove it
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IMG_REFRESH = -2, // Full refresh
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IMG_OVERPRINT = -3, // Interface overprint
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IMG_DELTA = -4, // Delta change
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IMG_FULL_UPDATE = -5, // Interface refresh
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IMG_UPDATE_ONLY = -20 // Update the active screen area only
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};
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class MADSEngine;
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struct BGR8 {
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uint8 b, g, r;
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};
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typedef struct {
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int32 x; // x position relative to GrBuff(0, 0)
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int32 y; // y position relative to GrBuff(0, 0)
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int32 scale_x; // x scale factor (can be negative for reverse draw)
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int32 scale_y; // y scale factor (can't be negative)
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uint8* depth_map; // depth code array for destination (doesn't care if srcDepth is 0)
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BGR8* Pal; // palette for shadow draw (doesn't care if SHADOW bit is not set in Src.encoding)
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uint8* ICT; // Inverse Color Table (doesn't care if SHADOW bit is not set in Src.encoding)
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uint8 depth; // depth code for source (0 if no depth processing)
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} DrawRequestX;
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typedef struct {
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uint32 Pack;
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uint32 Stream;
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long hot_x;
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long hot_y;
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uint32 Width;
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uint32 Height;
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uint32 Comp;
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uint32 Reserved[8];
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uint8* data;
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} RendCell;
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#define SS_HEADER_NUM_FIELDS 14
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struct SpriteSeriesHeader {
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uint32 header;
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uint32 size;
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uint32 packing;
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uint32 frameRate;
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uint32 pixSpeed;
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uint32 maxWidth;
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uint32 maxHeight;
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uint32 reserved3;
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uint32 reserved4;
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uint32 reserved5;
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uint32 reserved6;
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uint32 reserved7;
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uint32 reserved8;
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uint32 count;
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};
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#define SF_HEADER_NUM_FIELDS 15
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struct SpriteFrameHeader {
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uint32 pack;
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uint32 stream;
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uint32 x;
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uint32 y;
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uint32 width;
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uint32 height;
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uint32 comp;
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uint32 reserved1;
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uint32 reserved2;
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uint32 reserved3;
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uint32 reserved4;
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uint32 reserved5;
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uint32 reserved6;
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uint32 reserved7;
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uint32 reserved8;
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};
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class MSprite : public MSurface {
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private:
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void loadSprite(Common::SeekableReadStream *source, const Common::Array<RGB6> &palette);
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public:
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MSprite();
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MSprite(Common::SeekableReadStream *source, const Common::Array<RGB6> &palette,
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const Common::Rect &bounds);
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~MSprite() override;
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Common::Point _offset;
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int _transparencyIndex;
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byte getTransparencyIndex() const;
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};
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class SpriteSlotSubset {
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public:
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int _spritesIndex;
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int _frameNumber;
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Common::Point _position;
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int _depth;
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int _scale;
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};
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class SpriteSlot : public SpriteSlotSubset {
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private:
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static MADSEngine *_vm;
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friend class SpriteSlots;
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public:
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SpriteFlags _flags;
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int _seqIndex;
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public:
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SpriteSlot();
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SpriteSlot(SpriteFlags type, int seqIndex);
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void setup(int dirtyAreaIndex);
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bool operator==(const SpriteSlotSubset &other) const;
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void copy(const SpriteSlotSubset &other);
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};
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class SpriteSlots : public Common::Array<SpriteSlot> {
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private:
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MADSEngine *_vm;
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public:
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SpriteSlots(MADSEngine *vm);
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/**
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* Clears any pending slot data and schedules a full screen refresh.
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* @param flag Also reset sprite list
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*/
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void reset(bool flag = true);
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/**
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* Delete a sprite entry
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* @param index Specifies the index in the array
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*/
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void deleteEntry(int index);
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/**
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* Setup dirty areas for the sprite slots
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*/
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void setDirtyAreas();
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/**
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* Adds a full screen refresh to the sprite slots
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*/
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void fullRefresh(bool clearAll = false);
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/**
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* Delete a timer entry with the given Id
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*/
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int deleteTimer(int seqIndex);
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/**
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* Add a new slot entry and return it's index
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*/
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int add();
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/**
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* Draw any sprites into the background of the scene
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*/
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void drawBackground();
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/**
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* Draw any sprites into the foreground of the scene
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*/
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void drawSprites(MSurface *s);
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void cleanUp();
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};
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class SpriteSets : public Common::Array<SpriteAsset *> {
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private:
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MADSEngine *_vm;
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public:
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SpriteAsset *_uiSprites;
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public:
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/**
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* Constructor
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*/
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SpriteSets(MADSEngine *vm) : _vm(vm), _uiSprites(nullptr) {}
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/**
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* Destructor
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*/
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~SpriteSets();
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/**
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* Clears the current list, freeing any laoded assets
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*/
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void clear();
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/**
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* Add a sprite asset to the list
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*/
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int add(SpriteAsset *asset, int idx = 0);
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/**
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* Adds a sprite asset to the list by name
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*/
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int addSprites(const Common::Path &resName, int flags = 0);
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/**
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* Remove an asset from the list
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*/
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void remove(int idx);
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SpriteAsset *&operator[](int idx);
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};
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} // End of namespace MADS
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#endif /* MADS_SPRITES_H */
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