/* 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. * * $URL$ * $Id$ * */ #ifndef SCI_GRAPHICS_PICTURE_H #define SCI_GRAPHICS_PICTURE_H namespace Sci { #define SCI_PATTERN_CODE_RECTANGLE 0x10 #define SCI_PATTERN_CODE_USE_TEXTURE 0x20 #define SCI_PATTERN_CODE_PENSIZE 0x07 class GfxPorts; class Screen; class SciPalette; class SciGuiPicture { public: SciGuiPicture(ResourceManager *resMan, GfxPorts *ports, GfxScreen *screen, GfxPalette *palette, GuiResourceId resourceId, bool EGAdrawingVisualize = false); ~SciGuiPicture(); GuiResourceId getResourceId(); void draw(int16 animationNr, bool mirroredFlag, bool addToFlag, int16 EGApaletteNo); #ifdef ENABLE_SCI32 int16 getSci32celCount(); void drawSci32Vga(int16 celNo = -1); #endif private: void initData(GuiResourceId resourceId); void reset(); void drawSci11Vga(); void drawCelData(byte *inbuffer, int size, int headerPos, int rlePos, int literalPos, int16 callerX, int16 callerY, bool hasSci32Header); void drawVectorData(byte *data, int size); bool vectorIsNonOpcode(byte pixel); void vectorGetAbsCoords(byte *data, int &curPos, int16 &x, int16 &y); void vectorGetAbsCoordsNoMirror(byte *data, int &curPos, int16 &x, int16 &y); void vectorGetRelCoords(byte *data, int &curPos, int16 &x, int16 &y); void vectorGetRelCoordsMed(byte *data, int &curPos, int16 &x, int16 &y); void vectorGetPatternTexture(byte *data, int &curPos, int16 pattern_Code, int16 &pattern_Texture); void vectorFloodFill(int16 x, int16 y, byte color, byte prio, byte control); void vectorPattern(int16 x, int16 y, byte pic_color, byte pic_priority, byte pic_control, byte code, byte texture); void vectorPatternBox(Common::Rect box, byte color, byte prio, byte control); void vectorPatternTexturedBox(Common::Rect box, byte color, byte prio, byte control, byte texture); void vectorPatternCircle(Common::Rect box, byte size, byte color, byte prio, byte control); void vectorPatternTexturedCircle(Common::Rect box, byte size, byte color, byte prio, byte control, byte texture); ResourceManager *_resMan; GfxPorts *_ports; GfxScreen *_screen; GfxPalette *_palette; int16 _resourceId; Resource *_resource; int16 _animationNr; bool _mirroredFlag; bool _addToFlag; int16 _EGApaletteNo; byte _priority; // If true, we will show the whole EGA drawing process... bool _EGAdrawingVisualize; }; } // End of namespace Sci #endif