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/* Copyright (C) 1994-2004 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
namespace Sword2 {
struct ScreenInfo {
uint16 scroll_offset_x; // Position x
uint16 scroll_offset_y; // Position y
uint16 max_scroll_offset_x; // Calc'ed in fnInitBackground
uint16 max_scroll_offset_y;
int16 player_feet_x; // Feet coordinates to use - cant just
int16 player_feet_y; // fetch the player compact anymore
int16 feet_x; // Special offset-to-player position -
int16 feet_y; // tweek as desired - always set in
// screen manager object startup
uint16 screen_wide; // Size of background layer - hence
uint16 screen_deep; // size of back buffer itself (Paul
// actually malloc's it)
uint32 background_layer_id; // Id of the normal background layer
// from the header of the main
// background layer
uint16 number_of_layers;
uint8 new_palette; // Set to non zero to start the
// palette held within layer file
// fading up after a build_display
uint8 scroll_flag; // Scroll mode 0 off 1 on
uint8 mask_flag; // Using shading mask
};
} // End of namespace Sword2
#endif
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