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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 SCI_GRAPHICS_PICTURE_H
#define SCI_GRAPHICS_PICTURE_H
namespace Sci {
#define SCI_PATTERN_CODE_RECTANGLE 0x10
#define SCI_PATTERN_CODE_USE_TEXTURE 0x20
#define SCI_PATTERN_CODE_PENSIZE 0x07
enum {
SCI_PICTURE_TYPE_REGULAR = 0,
SCI_PICTURE_TYPE_SCI11 = 1,
SCI_PICTURE_TYPE_SCI32 = 2
};
class GfxPorts;
class GfxScreen;
class GfxPalette;
/**
* Picture class, handles loading and displaying of picture resources
* every picture resource has its own instance of this class
*/
class GfxPicture {
public:
GfxPicture(ResourceManager *resMan, GfxCoordAdjuster *coordAdjuster, GfxPorts *ports, GfxScreen *screen, GfxPalette *palette, GuiResourceId resourceId, bool EGAdrawingVisualize = false);
~GfxPicture();
GuiResourceId getResourceId();
void draw(int16 animationNr, bool mirroredFlag, bool addToFlag, int16 EGApaletteNo);
#ifdef ENABLE_SCI32
int16 getSci32celCount();
void drawSci32Vga(int16 celNo, uint16 planeResY, uint16 planeResX);
#endif
private:
void initData(GuiResourceId resourceId);
void reset();
void drawSci11Vga();
void drawCelData(byte *inbuffer, int size, int headerPos, int rlePos, int literalPos, int16 callerX, int16 callerY);
void drawVectorData(byte *data, int size);
bool vectorIsNonOpcode(byte pixel);
void vectorGetAbsCoords(byte *data, int &curPos, int16 &x, int16 &y);
void vectorGetAbsCoordsNoMirror(byte *data, int &curPos, int16 &x, int16 &y);
void vectorGetRelCoords(byte *data, int &curPos, int16 &x, int16 &y);
void vectorGetRelCoordsMed(byte *data, int &curPos, int16 &x, int16 &y);
void vectorGetPatternTexture(byte *data, int &curPos, int16 pattern_Code, int16 &pattern_Texture);
void vectorFloodFill(int16 x, int16 y, byte color, byte prio, byte control);
void vectorPattern(int16 x, int16 y, byte pic_color, byte pic_priority, byte pic_control, byte code, byte texture);
void vectorPatternBox(Common::Rect box, byte color, byte prio, byte control);
void vectorPatternTexturedBox(Common::Rect box, byte color, byte prio, byte control, byte texture);
void vectorPatternCircle(Common::Rect box, byte size, byte color, byte prio, byte control);
void vectorPatternTexturedCircle(Common::Rect box, byte size, byte color, byte prio, byte control, byte texture);
ResourceManager *_resMan;
GfxCoordAdjuster *_coordAdjuster;
GfxPorts *_ports;
GfxScreen *_screen;
GfxPalette *_palette;
int16 _resourceId;
Resource *_resource;
int _resourceType;
int16 _animationNr;
bool _mirroredFlag;
bool _addToFlag;
int16 _EGApaletteNo;
byte _priority;
// If true, we will show the whole EGA drawing process...
bool _EGAdrawingVisualize;
};
} // End of namespace Sci
#endif
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