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/* 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
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