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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 STARTREK_BITMAP_H
#define STARTREK_BITMAP_H
#include "common/ptr.h"
#include "common/stream.h"
#include "common/memstream.h"
namespace StarTrek {
// FIXME: Eventually get rid of Common::SharedPtr and dispose of file streams properly
typedef Common::SharedPtr<Common::MemoryReadStreamEndian> FileStream;
struct Bitmap {
int16 xoffset;
int16 yoffset;
int16 width;
int16 height;
byte *pixels;
Bitmap(FileStream stream);
Bitmap(const Bitmap &bitmap);
Bitmap(int w, int h);
~Bitmap();
protected:
int32 pixelsArraySize;
Bitmap() : xoffset(0), yoffset(0), width(0), height(0), pixels(nullptr), pixelsArraySize(0) {}
};
/**
* TextBitmap is the same as Bitmap, except it stores character indices in its "pixels"
* array instead of actual pixels.
* A consequence of this is that the pixels array is smaller than otherwise expected
* (since width/height still reflect the actual size when drawn).
*/
struct TextBitmap : Bitmap {
TextBitmap(int w, int h);
};
/**
* StubBitmap is a bitmap without any actual pixel data. Used as a stub for the
* "starfield" sprite, which is always in draw mode 1 (invisible), so it never gets drawn;
* however, it does trigger refreshes on the background in that area, so the game can draw
* on the background layer manually.
*/
struct StubBitmap : Bitmap {
StubBitmap(int w, int h);
};
} // End of namespace StarTrek
#endif
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