/* 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_SPRITE_H #define SLUDGE_SPRITE_H #if 0 #if !defined(HAVE_GLES2) #include "GLee.h" #else #include #endif #endif namespace Sludge { struct onScreenPerson; struct sprite { int width, height, xhot, yhot; int tex_x; int texNum; //unsigned char * data; }; class spritePalette { public: unsigned short int *pal; unsigned char *r; unsigned char *g; unsigned char *b; #if 0 GLuint *tex_names; GLuint *burnTex_names; #endif int *tex_w, * tex_h; int numTextures; unsigned char originalRed, originalGreen, originalBlue, total; spritePalette(): pal(0), r(0), g(0), b(0)/*, tex_names(0), burnTex_names(0)*/ , tex_w(0), tex_h(0), numTextures(0) , total(0) {} ~spritePalette() { delete [] pal; delete [] r; delete [] g; delete [] b; // delete [] tex_names; // delete [] burnTex_names; delete [] tex_w; delete [] tex_h; } }; struct spriteBank { int total; int type; sprite *sprites; spritePalette myPalette; bool isFont; }; void forgetSpriteBank(spriteBank &forgetme); bool loadSpriteBank(char *filename, spriteBank &loadhere); bool loadSpriteBank(int fileNum, spriteBank &loadhere, bool isFont); void fontSprite(int x1, int y1, sprite &single, const spritePalette &fontPal); void flipFontSprite(int x1, int y1, sprite &single, const spritePalette &fontPal); bool scaleSprite(sprite &single, const spritePalette &fontPal, onScreenPerson *thisPerson, bool mirror); void pasteSpriteToBackDrop(int x1, int y1, sprite &single, const spritePalette &fontPal); bool reserveSpritePal(spritePalette &sP, int n); void fixScaleSprite(int x1, int y1, sprite &single, const spritePalette &fontPal, onScreenPerson *thisPerson, const int camX, const int camY, bool); void burnSpriteToBackDrop(int x1, int y1, sprite &single, const spritePalette &fontPal); } // End of namespace Sludge #endif