/* 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 #endif #endif #include "variable.h" #include "graphics.h" namespace Sludge { 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(); void saveHSI(Common::WriteStream *stream); #if 0 void saveCoreHSI(Common::WriteStream *stream, GLuint texture, int w, int h); #endif bool loadHSI(Common::SeekableReadStream *stream, int, int, bool); bool mixHSI(Common::SeekableReadStream *stream, int x = 0, int y = 0); 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); void saveParallaxRecursive(parallaxLayer *me, Common::WriteStream *fp); void reloadParallaxTextures(); void nosnapshot(); bool snapshot(); void saveSnapshot(Common::WriteStream *stream); bool restoreSnapshot(Common::SeekableReadStream *stream); #endif } // End of namespace Sludge