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diff --git a/engines/sludge/backdrop.h b/engines/sludge/backdrop.h
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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 SLUDGE_BACKDROP_H
+#define SLUDGE_BACKDROP_H
+
+#if 0
+#if !defined(HAVE_GLES2)
+#include "GLee.h"
+#else
+#include <GLES2/gl2.h>
+#endif
+#endif
+
+#include "variable.h"
+#include "graphics.h"
+
+enum {
+ LIGHTMAPMODE_NONE = -1,
+ LIGHTMAPMODE_HOTSPOT,
+ LIGHTMAPMODE_PIXEL,
+ LIGHTMAPMODE_NUM
+};
+
+extern unsigned int winWidth, winHeight, sceneWidth, sceneHeight;
+extern int lightMapMode;
+
+
+struct parallaxLayer {
+#if 0
+ GLubyte *texture;
+ GLuint textureName;
+#endif
+ int width, height, speedX, speedY;
+ bool wrapS, wrapT;
+ unsigned short fileNum, fractionX, fractionY;
+ int cameraX, cameraY;
+ parallaxLayer *next;
+ parallaxLayer *prev;
+};
+
+bool resizeBackdrop(int x, int y);
+void killBackDrop();
+void loadBackDrop(int fileNum, int x, int y);
+void mixBackDrop(int fileNum, int x, int y);
+void drawBackDrop();
+void blankScreen(int x1, int y1, int x2, int y2);
+void darkScreen();
+#if ALLOW_FILE
+void saveHSI(FILE *writer);
+void saveCoreHSI(FILE *writer, GLuint texture, int w, int h);
+bool loadHSI(FILE *fp, int, int, bool);
+bool mixHSI(FILE *fp, int x = 0, int y = 0);
+#endif
+void drawHorizontalLine(unsigned int, unsigned int, unsigned int);
+void drawVerticalLine(unsigned int, unsigned int, unsigned int);
+void hardScroll(int distance);
+bool getRGBIntoStack(unsigned int x, unsigned int y, stackHandler *sH);
+
+// Also the light map stuff
+
+void killLightMap();
+bool loadLightMap(int v);
+
+#if 0
+extern texture lightMap;
+#endif
+
+// And background parallax scrolling
+
+void killParallax();
+bool loadParallax(unsigned short v, unsigned short fracX, unsigned short fracY);
+#if 0
+void saveParallaxRecursive(parallaxLayer *me, FILE *fp);
+#endif
+void reloadParallaxTextures();
+
+void nosnapshot();
+bool snapshot();
+#if ALLOW_FILE
+void saveSnapshot(FILE *fp);
+bool restoreSnapshot(FILE *fp);
+#endif
+#endif