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authorTorbjörn Andersson2003-09-17 06:28:27 +0000
committerTorbjörn Andersson2003-09-17 06:28:27 +0000
commit2536823c23d5bc7cb5a376eefc3444f1b8d3b485 (patch)
tree69064e07215385d06348696488c34e7732036903 /sword2/layers.h
parentdffa1cbc2f48e36376e016f23ce79dfed4d67a97 (diff)
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cleanup
svn-id: r10267
Diffstat (limited to 'sword2/layers.h')
-rw-r--r--sword2/layers.h58
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