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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 AGS_ENGINE_AC_DYNAMICSPRITE_H
#define AGS_ENGINE_AC_DYNAMICSPRITE_H
#include "ags/engine/ac/dynobj/script_dynamic_sprite.h"
#include "ags/engine/ac/dynobj/script_drawing_surface.h"
namespace AGS3 {
void DynamicSprite_Delete(ScriptDynamicSprite *sds);
ScriptDrawingSurface *DynamicSprite_GetDrawingSurface(ScriptDynamicSprite *dss);
int DynamicSprite_GetGraphic(ScriptDynamicSprite *sds);
int DynamicSprite_GetWidth(ScriptDynamicSprite *sds);
int DynamicSprite_GetHeight(ScriptDynamicSprite *sds);
int DynamicSprite_GetColorDepth(ScriptDynamicSprite *sds);
void DynamicSprite_Resize(ScriptDynamicSprite *sds, int width, int height);
void DynamicSprite_Flip(ScriptDynamicSprite *sds, int direction);
void DynamicSprite_CopyTransparencyMask(ScriptDynamicSprite *sds, int sourceSprite);
void DynamicSprite_ChangeCanvasSize(ScriptDynamicSprite *sds, int width, int height, int x, int y);
void DynamicSprite_Crop(ScriptDynamicSprite *sds, int x1, int y1, int width, int height);
void DynamicSprite_Rotate(ScriptDynamicSprite *sds, int angle, int width, int height);
void DynamicSprite_Tint(ScriptDynamicSprite *sds, int red, int green, int blue, int saturation, int luminance);
int DynamicSprite_SaveToFile(ScriptDynamicSprite *sds, const char *namm);
ScriptDynamicSprite *DynamicSprite_CreateFromSaveGame(int sgslot, int width, int height);
ScriptDynamicSprite *DynamicSprite_CreateFromFile(const char *filename);
ScriptDynamicSprite *DynamicSprite_CreateFromScreenShot(int width, int height);
ScriptDynamicSprite *DynamicSprite_CreateFromExistingSprite(int slot, int preserveAlphaChannel);
ScriptDynamicSprite *DynamicSprite_CreateFromDrawingSurface(ScriptDrawingSurface *sds, int x, int y, int width, int height);
ScriptDynamicSprite *DynamicSprite_Create(int width, int height, int alphaChannel);
ScriptDynamicSprite *DynamicSprite_CreateFromExistingSprite_Old(int slot);
ScriptDynamicSprite *DynamicSprite_CreateFromBackground(int frame, int x1, int y1, int width, int height);
// Registers a new dynamic sprite, and returns a slot number;
// returns 0 if no free slot could be found or allocated.
// Updates game.SpriteInfos[].
int add_dynamic_sprite(std::unique_ptr<AGS::Shared::Bitmap> image, bool has_alpha = false, uint32_t extra_flags = 0u);
// Registers a new dynamic sprite in the given slot number,
// previous bitmap on this slot (if any) will be deleted.
// Returns same slot number on success, or 0 if there was an error.
// Updates game.SpriteInfos[].
int add_dynamic_sprite(int slot, std::unique_ptr<AGS::Shared::Bitmap> image, bool hasAlpha = false, uint32_t extra_flags = 0u);
// Disposes a dynamic sprite, and frees the slot
void free_dynamic_sprite(int slot, bool notify_all = true);
} // namespace AGS3
#endif
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