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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/>.
*
*/
#ifndef M4_GRAPHICS_REND_H
#define M4_GRAPHICS_REND_H
#include "m4/m4_types.h"
#include "m4/gui/gui.h"
namespace M4 {
struct RGBcolor {
uint8 b, g, r;
};
struct RendGrBuff {
uint32 Width = 0;
uint32 Height = 0;
void *PixMap = nullptr;
byte encoding = 0;
uint32 Pitch = 0;
};
struct DrawRequestX {
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)
RGBcolor *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)
};
struct RendCell {
uint32 Pack;
uint32 Stream;
long hot_x;
long hot_y;
uint32 Width;
uint32 Height;
uint32 Comp;
uint32 Reserved[8];
uint8 *data;
};
enum {
kEndOfLine = 0,
kEndOfSprite = 1,
kJumpXY = 2
};
typedef uint32 RenderResult;
typedef RenderResult(*RenderFunc)();
struct Rend_Globals {
uint8 *_sourceAddress, *_destinationAddress, *_depthAddress, _spriteDepth, *_InverseColorTable;
int32 _X_scale, _LeftPorch, _RightPorch, _StartingPixelPos, _X_error;
int _Increment;
RGBcolor *_Palette;
};
void GetUpdateRectangle(int32 x, int32 y, int32 hot_x, int32 hot_y, int32 scale_x, int32 scale_y, int32 Width, int32 Height, M4Rect *UpdateRect);
void render_sprite_to_8BBM(RendGrBuff *Destination, DrawRequestX *dr, RendCell *Frame, M4Rect *ClipRectangle, M4Rect *UpdateRect);
} // namespace M4
#endif
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