scummvm/engines/mads/sprites.h
2023-12-24 13:19:25 +01:00

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