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author | Torbjörn Andersson | 2003-09-17 06:28:27 +0000 |
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committer | Torbjörn Andersson | 2003-09-17 06:28:27 +0000 |
commit | 2536823c23d5bc7cb5a376eefc3444f1b8d3b485 (patch) | |
tree | 69064e07215385d06348696488c34e7732036903 /sword2/layers.h | |
parent | dffa1cbc2f48e36376e016f23ce79dfed4d67a97 (diff) | |
download | scummvm-rg350-2536823c23d5bc7cb5a376eefc3444f1b8d3b485.tar.gz scummvm-rg350-2536823c23d5bc7cb5a376eefc3444f1b8d3b485.tar.bz2 scummvm-rg350-2536823c23d5bc7cb5a376eefc3444f1b8d3b485.zip |
cleanup
svn-id: r10267
Diffstat (limited to 'sword2/layers.h')
-rw-r--r-- | sword2/layers.h | 58 |
1 files changed, 28 insertions, 30 deletions
diff --git a/sword2/layers.h b/sword2/layers.h index 8bc73b7dda..daf15926ce 100644 --- a/sword2/layers.h +++ b/sword2/layers.h @@ -20,42 +20,40 @@ #ifndef _LAYERS #define _LAYERS -//#include "src\driver96.h" #include "memory.h" - - - - - - - -typedef struct -{ - uint16 scroll_offset_x; // position x - uint16 scroll_offset_y; // position y - uint16 max_scroll_offset_x; // calc'ed in FN_init_background - uint16 max_scroll_offset_y; // - int16 player_feet_x; // feet coordinates to use - cant just fetch the player compact anymore - int16 player_feet_y; - int16 feet_x; // special offset-to-player position - tweek as desired - always set in screen manager object startup - int16 feet_y; - uint16 screen_wide; // size of background layer - hense size of back buffer itself (Paul actually malloc's it) - uint16 screen_deep; - uint32 background_layer_id; //id of the normal background layer - uint16 number_of_layers; // from the header of the main background layer - uint8 new_palette; // set to non zero to start the palette held within layer file fading up after a build_display - uint8 scroll_flag; // scroll mode 0 off 1 on - uint8 mask_flag; // using shading mask +typedef struct { + uint16 scroll_offset_x; // position x + uint16 scroll_offset_y; // position y + uint16 max_scroll_offset_x; // calc'ed in FN_init_background + uint16 max_scroll_offset_y; + // feet coordinates to use - cant just fetch the player compact anymore + int16 player_feet_x; + int16 player_feet_y; + // special offset-to-player position - tweek as desired - always set + // in screen manager object startup + int16 feet_x; + int16 feet_y; + // size of background layer - hence size of back buffer itself (Paul + // actually malloc's it) + uint16 screen_wide; + uint16 screen_deep; + uint32 background_layer_id; // id of the normal background layer + // from the header of the main background layer + uint16 number_of_layers; + // set to non zero to start the palette held within layer file fading + // up after a build_display + uint8 new_palette; + uint8 scroll_flag; // scroll mode 0 off 1 on + uint8 mask_flag; // using shading mask } screen_info; - -extern screen_info this_screen; - +extern screen_info this_screen; int32 FN_init_background(int32 *params); // Tony11Sept96 -void SetUpBackgroundLayers(void); // James(13jun97) called from control panel (as well as inside FN_init_background) - +// James(13jun97) +// called from control panel (as well as inside FN_init_background) +void SetUpBackgroundLayers(void); #endif |