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authorPaul Gilbert2014-03-04 22:33:27 -0500
committerPaul Gilbert2014-03-04 22:33:27 -0500
commit568fc31b3090a70aa922479991540d4f5c2e918c (patch)
treef77e83b0b738479e369520513d8741ac05883ca2 /engines/mads/sprites.h
parent1607a9104700e987cacfec41aaafd25d979aeb98 (diff)
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MADS: Beginnings of code support for Scene::drawElements
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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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef MADS_SPRITES_H
+#define MADS_SPRITES_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+#include "mads/assets.h"
+#include "mads/msurface.h"
+
+namespace MADS {
+
+enum SpriteType {
+ ST_NONE = 0, ST_FOREGROUND = 1, ST_BACKGROUND = -4,
+ ST_FULL_SCREEN_REFRESH = -2, ST_EXPIRED = -1
+};
+
+class MADSEngine;
+
+struct BGR8 {
+ uint8 b, g, r;
+};
+
+typedef struct {
+ 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)
+ BGR8* 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)
+} DrawRequestX;
+
+typedef struct
+{
+ uint32 Pack;
+ uint32 Stream;
+ long hot_x;
+ long hot_y;
+ uint32 Width;
+ uint32 Height;
+ uint32 Comp;
+ uint32 Reserved[8];
+ uint8* data;
+} RendCell;
+
+#define SS_HEADER_NUM_FIELDS 14
+struct SpriteSeriesHeader {
+ uint32 header;
+ uint32 size;
+ uint32 packing;
+ uint32 frameRate;
+ uint32 pixSpeed;
+ uint32 maxWidth;
+ uint32 maxHeight;
+ uint32 reserved3;
+ uint32 reserved4;
+ uint32 reserved5;
+ uint32 reserved6;
+ uint32 reserved7;
+ uint32 reserved8;
+ uint32 count;
+};
+
+#define SF_HEADER_NUM_FIELDS 15
+struct SpriteFrameHeader {
+ uint32 pack;
+ uint32 stream;
+ uint32 x;
+ uint32 y;
+ uint32 width;
+ uint32 height;
+ uint32 comp;
+ uint32 reserved1;
+ uint32 reserved2;
+ uint32 reserved3;
+ uint32 reserved4;
+ uint32 reserved5;
+ uint32 reserved6;
+ uint32 reserved7;
+ uint32 reserved8;
+};
+
+class MSprite: public MSurface {
+private:
+ void loadSprite(Common::SeekableReadStream *source);
+public:
+ MSprite();
+ MSprite(Common::SeekableReadStream *source, const Common::Point &offset,
+ int widthVal, int heightVal, bool decodeRle = true, uint8 encodingVal = 0);
+ virtual ~MSprite();
+
+ Common::Point _pos;
+ Common::Point _offset;
+ uint8 _encoding;
+};
+
+class SpriteSlotSubset {
+public:
+ int _spritesIndex;
+ int _frameNumber;
+ Common::Point _position;
+ int _depth;
+ int _scale;
+};
+
+class SpriteSlot : public SpriteSlotSubset {
+private:
+ static MADSEngine *_vm;
+ friend class SpriteSlots;
+public:
+ SpriteType _spriteType;
+ int _seqIndex;
+public:
+ SpriteSlot();
+ SpriteSlot(SpriteType type, int seqIndex);
+
+ void setup(int dirtyAreaIndex);
+};
+
+class SpriteSlots : public Common::Array<SpriteSlot> {
+private:
+ MADSEngine *_vm;
+public:
+ SpriteSlots(MADSEngine *vm);
+
+ /**
+ * Clears any pending slot data and schedules a full screen refresh.
+ * @param flag Also reset sprite list
+ */
+ void clear(bool flag);
+
+ /**
+ * Delete any sprites used by the player
+ */
+ void releasePlayerSprites();
+
+ /**
+ * Delete a sprite entry
+ * @param index Specifies the index in the array
+ */
+ void deleteEntry(int index);
+
+ /**
+ * Adds a full screen refresh to the sprite slots
+ */
+ void fullRefresh(bool clearAll = false);
+
+ SpriteAsset &getSprite(int idx) {
+ error("TODO");
+ }
+ void deleteTimer(int idx) {
+ warning("TODO: SpriteSlots::deleteTimer");
+ }
+ int getIndex() {
+ warning("TODO: SpriteSlots::indexOf");
+ return -1;
+ }
+
+ /**
+ * Draw any sprites into the background of the scene
+ */
+ void drawBackground();
+};
+
+class SpriteSets : public Common::Array<SpriteAsset *> {
+public:
+ /**
+ * Add a sprite asset to the list
+ */
+ int add(SpriteAsset *asset, int idx = 0);
+};
+
+} // End of namespace MADS
+
+#endif /* MADS_SPRITES_H */