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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.
*
*/
#ifndef SLUDGE_BACKDROP_H
#define SLUDGE_BACKDROP_H
#if 0
#if !defined(HAVE_GLES2)
#include "GLee.h"
#else
#include <GLES2/gl2.h>
#endif
#endif
#include "variable.h"
#include "graphics.h"
namespace Sludge {
enum {
LIGHTMAPMODE_NONE = -1,
LIGHTMAPMODE_HOTSPOT,
LIGHTMAPMODE_PIXEL,
LIGHTMAPMODE_NUM
};
extern unsigned int winWidth, winHeight, sceneWidth, sceneHeight;
extern int lightMapMode;
struct parallaxLayer {
#if 0
GLubyte *texture;
GLuint textureName;
#endif
int width, height, speedX, speedY;
bool wrapS, wrapT;
unsigned short fileNum, fractionX, fractionY;
int cameraX, cameraY;
parallaxLayer *next;
parallaxLayer *prev;
};
bool resizeBackdrop(int x, int y);
void killBackDrop();
void loadBackDrop(int fileNum, int x, int y);
void mixBackDrop(int fileNum, int x, int y);
void drawBackDrop();
void blankScreen(int x1, int y1, int x2, int y2);
void darkScreen();
void saveHSI(Common::WriteStream *stream);
#if 0
void saveCoreHSI(Common::WriteStream *stream, GLuint texture, int w, int h);
#endif
bool loadHSI(Common::SeekableReadStream *stream, int, int, bool);
bool mixHSI(Common::SeekableReadStream *stream, int x = 0, int y = 0);
void drawHorizontalLine(unsigned int, unsigned int, unsigned int);
void drawVerticalLine(unsigned int, unsigned int, unsigned int);
void hardScroll(int distance);
bool getRGBIntoStack(unsigned int x, unsigned int y, stackHandler *sH);
// Also the light map stuff
void killLightMap();
bool loadLightMap(int v);
#if 0
extern texture lightMap;
#endif
// And background parallax scrolling
void killParallax();
bool loadParallax(unsigned short v, unsigned short fracX, unsigned short fracY);
void saveParallaxRecursive(parallaxLayer *me, Common::WriteStream *fp);
void reloadParallaxTextures();
void nosnapshot();
bool snapshot();
void saveSnapshot(Common::WriteStream *stream);
bool restoreSnapshot(Common::SeekableReadStream *stream);
#endif
} // End of namespace Sludge
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