/* Copyright (C) 1994-2003 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 #include "memory.h" typedef struct { uint16 scroll_offset_x; // position x uint16 scroll_offset_y; // position y uint16 max_scroll_offset_x; // calc'ed in FN_init_background uint16 max_scroll_offset_y; // feet coordinates to use - cant just fetch the player compact anymore int16 player_feet_x; int16 player_feet_y; // special offset-to-player position - tweek as desired - always set // in screen manager object startup int16 feet_x; int16 feet_y; // size of background layer - hence size of back buffer itself (Paul // actually malloc's it) uint16 screen_wide; uint16 screen_deep; uint32 background_layer_id; // id of the normal background layer // from the header of the main background layer uint16 number_of_layers; // set to non zero to start the palette held within layer file fading // up after a build_display uint8 new_palette; uint8 scroll_flag; // scroll mode 0 off 1 on uint8 mask_flag; // using shading mask } screen_info; extern screen_info this_screen; int32 FN_init_background(int32 *params); // Tony11Sept96 // James(13jun97) // called from control panel (as well as inside FN_init_background) void SetUpBackgroundLayers(void); #endif