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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
* 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_PLUGINS_AGS_PARALLAX_AGS_PARALLAX_H
#define AGS_PLUGINS_AGS_PARALLAX_AGS_PARALLAX_H
#include "ags/plugins/plugin_base.h"
#include "ags/plugins/serializer.h"
namespace AGS3 {
namespace Plugins {
namespace AGSParallax {
struct Sprite {
int32 x = 0;
int32 y = 0;
int slot = -1;
int speed = 0;
void syncGame(Serializer &s);
};
#define MAX_SPEED 1000
#define MAX_SPRITES 100
/**
* This is not the AGS Parallax plugin by Scorpiorus
* but a workalike plugin created for the AGS engine ports.
*/
class AGSParallax : public PluginBase {
SCRIPT_HASH(AGSParallax)
private:
int32 _screenWidth = 320;
int32 _screenHeight = 200;
int32 _screenColorDepth = 32;
bool _enabled = false;
Sprite _sprites[MAX_SPRITES];
private:
void pxDrawSprite(ScriptMethodParams ¶ms);
void pxDeleteSprite(ScriptMethodParams ¶ms);
void syncGame(Serializer &s);
void Draw(bool foreground);
void clear();
public:
AGSParallax() : PluginBase() {}
virtual ~AGSParallax() {}
const char *AGS_GetPluginName() override;
void AGS_EngineStartup(IAGSEngine *lpEngine) override;
int64 AGS_EngineOnEvent(int event, NumberPtr data) override;
};
} // namespace AGSParallax
} // namespace Plugins
} // namespace AGS3
#endif
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