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/* 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 DRACI_SPRITE_H
#define DRACI_SPRITE_H
#include "draci/surface.h"
#include "draci/font.h"
namespace Draci {
class Drawable {
friend class Sprite;
friend class Text;
public:
virtual void draw(Surface *surface, bool markDirty = true) const = 0;
virtual ~Drawable() {};
virtual uint16 getWidth() { return _width; }
virtual uint16 getHeight() { return _height; }
virtual int getX() { return _x; }
virtual int getY() { return _y; }
virtual void setX(int x) { _x = x; }
virtual void setY(int y) { _y = y; }
void setDelay(int delay) { _delay = delay; }
int getDelay() { return _delay; }
virtual Common::Rect getRect() const = 0;
private:
uint16 _width; //!< Width of the sprite
uint16 _height; //!< Height of the sprite
int _x, _y; //!< Sprite coordinates
/** The time a drawable should stay on the screen
* before being replaced by another or deleted
*/
int _delay;
};
/**
* Represents a Draci Historie sprite. Supplies two constructors; one for
* loading a sprite from a raw data buffer and one for loading a sprite in
* the Draci sprite format. Supports loading the sprite from a column-wise
* format (transforming them to row-wise) since that is the way the sprites
* are stored in the original game files.
*
* Sprite format:
* [uint16LE] sprite width
* [uint16LE] sprite height
* [height * width bytes] image pixels stored column-wise, one byte per pixel
*/
class Sprite : public Drawable {
public:
Sprite(byte *raw_data, uint16 width, uint16 height, int x, int y, bool columnwise);
Sprite(byte *sprite_data, uint16 length, int x, int y, bool columnwise);
~Sprite();
void draw(Surface *surface, bool markDirty = true) const;
void setMirrorOn();
void setMirrorOff();
virtual Common::Rect getRect() const;
const byte *getBuffer() const { return _data; }
private:
byte *_data; //!< Pointer to a buffer containing raw sprite data (row-wise)
bool _mirror;
};
class Text : public Drawable {
public:
Text(const Common::String &str, Font *font, byte fontColour,
int x, int y, uint spacing = 0);
~Text();
void setText(const Common::String &str);
void setColour(byte fontColour);
void setSpacing(uint spacing);
void draw(Surface *surface, bool markDirty = true) const;
virtual Common::Rect getRect() const;
private:
byte *_text;
uint _length;
uint8 _colour;
uint _spacing;
Font *_font;
};
} // End of namespace Draci
#endif // DRACI_SPRITE_H
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