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/* 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/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_SHADOW_H
#define CRAB_SHADOW_H
#include "crab/crab.h"
#include "crab/vectors.h"
#include "crab/image/ImageManager.h"
namespace Crab {
namespace pyrodactyl {
namespace anim {
struct ShadowData {
// The image of the sprite's shadow
ImageKey _img;
// Size of image
Vector2i _size;
// The default shadow offset
Vector2i _offset;
ShadowData() : _size(1, 1) {
_img = 0;
}
void load(rapidxml::xml_node<char> *node) {
loadImgKey(_img, "img", node);
_offset.load(node);
using namespace pyrodactyl::image;
Image dat;
g_engine->_imageManager->getTexture(_img, dat);
_size.x = dat.w() / 2;
_size.y = dat.h() / 2;
}
};
// Used when a set of animation frames needs a specific shadow offset
class ShadowOffset : public Vector2i {
public:
// Only use this offset if this is true
bool _valid;
ShadowOffset() {
_valid = false;
}
};
} // End of namespace anim
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_SHADOW_H
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