/* Copyright (C) 1994-2004 Revolution Software Ltd * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #ifndef _LAYERS #define _LAYERS namespace Sword2 { struct ScreenInfo { uint16 scroll_offset_x; // Position x uint16 scroll_offset_y; // Position y uint16 max_scroll_offset_x; // Calc'ed in fnInitBackground uint16 max_scroll_offset_y; int16 player_feet_x; // Feet coordinates to use - cant just int16 player_feet_y; // fetch the player compact anymore int16 feet_x; // Special offset-to-player position - int16 feet_y; // tweek as desired - always set in // screen manager object startup uint16 screen_wide; // Size of background layer - hence uint16 screen_deep; // size of back buffer itself (Paul // actually malloc's it) uint32 background_layer_id; // Id of the normal background layer // from the header of the main // background layer uint16 number_of_layers; uint8 new_palette; // Set to non zero to start the // palette held within layer file // fading up after a build_display uint8 scroll_flag; // Scroll mode 0 off 1 on uint8 mask_flag; // Using shading mask }; } // End of namespace Sword2 #endif