/* 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 SpriteFlags { IMG_STATIC = 0, // Item should remain fixed on the screen IMG_UPDATE = 1, // Item needs to be redrawn IMG_ERASE = -1, // Erase image and remove it IMG_REFRESH = -2, // Full refresh IMG_OVERPRINT = -3, // Interface overprint IMG_DELTA = -4, // Delta change IMG_FULL_UPDATE = -5, // Interface refresh IMG_UPDATE_ONLY = -20 // Update the active screen area only }; 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, const Common::Array &palette); public: MSprite(); MSprite(Common::SeekableReadStream *source, const Common::Array &palette, const Common::Rect &bounds); virtual ~MSprite(); Common::Point _offset; int _transparencyIndex; byte getTransparencyIndex() const; }; 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: SpriteFlags _flags; int _seqIndex; public: SpriteSlot(); SpriteSlot(SpriteFlags type, int seqIndex); void setup(int dirtyAreaIndex); bool operator==(const SpriteSlotSubset &other) const; void copy(const SpriteSlotSubset &other); }; class SpriteSlots : public Common::Array { 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 reset(bool flag = true); /** * Delete a sprite entry * @param index Specifies the index in the array */ void deleteEntry(int index); /** * Setup dirty areas for the sprite slots */ void setDirtyAreas(); /** * Adds a full screen refresh to the sprite slots */ void fullRefresh(bool clearAll = false); /** * Delete a timer entry with the given Id */ void deleteTimer(int seqIndex); /** * Add a new slot entry and return it's index */ int add(); /** * Draw any sprites into the background of the scene */ void drawBackground(); /** * Draw any sprites into the foreground of the scene */ void drawSprites(MSurface *s); void cleanUp(); }; class SpriteSets : public Common::Array { private: MADSEngine *_vm; public: SpriteAsset *_uiSprites; public: /** * Constructor */ SpriteSets(MADSEngine *vm) : _vm(vm), _uiSprites(nullptr) {} /** * Destructor */ ~SpriteSets(); /** * Clears the current list, freeing any laoded assets */ void clear(); /** * Add a sprite asset to the list */ int add(SpriteAsset *asset, int idx = 0); /** * Adds a sprite asset to the list by name */ int addSprites(const Common::String &resName, int flags = 0); /** * Remove an asset from the list */ void remove(int idx); SpriteAsset *&operator[](int idx); }; } // End of namespace MADS #endif /* MADS_SPRITES_H */