https://github.com/scummvm/scummvm
Tip revision: dd1bc997a35ac27db00b1e3bbd2a01a6f04ffbb3 authored by Eugene Sandulenko on 17 January 2020, 20:01:12 UTC
DISTS: Generated Code::Blocks and MSVC project files
DISTS: Generated Code::Blocks and MSVC project files
Tip revision: dd1bc99
sprite.h
/* 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.
*
*/
// Sprite management module private header file
#ifndef SAGA_SPRITE_H
#define SAGA_SPRITE_H
namespace Saga {
#define SPRITE_ZMAX 16
#define SPRITE_ZMASK 0x0F
struct SpriteInfo {
ByteArray decodedBuffer;
int width;
int height;
int xAlign;
int yAlign;
SpriteInfo() : width(0), height(0), xAlign(0), yAlign(0) {
}
};
typedef Common::Array<SpriteInfo> SpriteList;
class Sprite {
public:
SpriteList _mainSprites;
SpriteList _saveReminderSprites;
SpriteList _arrowSprites;
SpriteList _inventorySprites;
Sprite(SagaEngine *vm);
~Sprite();
// draw scaled sprite using background scene mask
void drawOccluded(SpriteList &spriteList, uint spriteNumber, const Point &screenCoord, int scale, int depth);
// draw scaled sprite using background scene mask
void draw(SpriteList &spriteList, uint spriteNumber, const Point &screenCoord, int scale, bool clipToScene = false);
// main function
void drawClip(const Point &spritePointer, int width, int height, const byte *spriteBuffer, bool clipToScene = false);
void draw(SpriteList &spriteList, uint spriteNumber, const Rect &screenRect, int scale, bool clipToScene = false);
void loadList(int resourceId, SpriteList &spriteList); // load or append spriteList
bool hitTest(SpriteList &spriteList, uint spriteNumber, const Point &screenCoord, int scale, const Point &testPoint);
void getScaledSpriteBuffer(SpriteList &spriteList, uint spriteNumber, int scale, int &width, int &height, int &xAlign, int &yAlign, const byte *&buffer);
private:
void decodeRLEBuffer(const byte *inputBuffer, size_t inLength, size_t outLength);
void scaleBuffer(const byte *src, int width, int height, int scale, size_t outLength);
SagaEngine *_vm;
ResourceContext *_spriteContext;
ByteArray _decodeBuf;
};
} // End of namespace Saga
#endif