/* 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. * * $URL$ * $Id$ * */ // Sprite management module private header file #ifndef SAGA_SPRITE_H #define SAGA_SPRITE_H namespace Saga { #define SPRITE_ZMAX 16 #define SPRITE_ZMASK 0x0F #define DECODE_BUF_LEN 64000 struct SpriteInfo { byte *decodedBuffer; int width; int height; int xAlign; int yAlign; }; struct SpriteList { int spriteListResourceId; int spriteCount; SpriteInfo *infoList; void freeMem() { for (int i = 0; i < spriteCount; i++) { free(infoList[i].decodedBuffer); } free(infoList); memset(this, 0, sizeof(*this)); } SpriteList() { memset(this, 0, sizeof(*this)); } }; class Sprite { public: SpriteList _mainSprites; SpriteList _saveReminderSprites; SpriteList _arrowSprites; SpriteList _inventorySprites; Sprite(SagaEngine *vm); ~Sprite(); // draw scaled sprite using background scene mask void drawOccluded(SpriteList &spriteList, int spriteNumber, const Point &screenCoord, int scale, int depth); // draw scaled sprite using background scene mask void draw(SpriteList &spriteList, int32 spriteNumber, const Point &screenCoord, int scale, bool clipToScene = false); // main function void drawClip(const Point &spritePointer, int width, int height, const byte *spriteBuffer, bool clipToScene = false); void draw(SpriteList &spriteList, int32 spriteNumber, const Rect &screenRect, int scale, bool clipToScene = false); void loadList(int resourceId, SpriteList &spriteList); // load or append spriteList bool hitTest(SpriteList &spriteList, int spriteNumber, const Point &screenCoord, int scale, const Point &testPoint); void getScaledSpriteBuffer(SpriteList &spriteList, int spriteNumber, int scale, int &width, int &height, int &xAlign, int &yAlign, const byte *&buffer); private: void decodeRLEBuffer(const byte *inputBuffer, size_t inLength, size_t outLength); void scaleBuffer(const byte *src, int width, int height, int scale); SagaEngine *_vm; ResourceContext *_spriteContext; byte *_decodeBuf; size_t _decodeBufLen; }; } // End of namespace Saga #endif