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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_GR_SPRITE_H
#define M4_GRAPHICS_GR_SPRITE_H
#include "m4/m4_types.h"
#include "m4/gui/gui.h"
namespace M4 {
enum {
NO_COMPRESS = 0x00,
RLE8 = 0x01,
SHADOW = 0x80
};
struct DrawRequest {
Buffer *Src = nullptr; // sprite source buffer
Buffer *Dest = nullptr; // destination buffer
int32 x = 0; // x position relative to Destination(0, 0)
int32 y = 0; // y position relative to Destination(0, 0)
int32 scaleX = 0; // x scale factor (can be negative for reverse draw)
int32 scaleY = 0; // y scale factor (can't be negative)
uint8 *depthCode = nullptr; // depth code array for destination (doesn't care if srcDepth is 0)
uint8 *Pal = nullptr; // palette for shadow draw (doesn't care if SHADOW bit is not set in Src.encoding)
uint8 *ICT = nullptr; // Inverse Color Table (doesn't care if SHADOW bit is not set in Src.encoding)
uint8 srcDepth = 0; // depth code for source (0 if no depth processing)
};
uint32 gr_sprite_RLE8_encode(Buffer *Source, Buffer *Dest);
uint8 gr_sprite_draw(DrawRequest *DrawReq);
} // namespace M4
#endif
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