ScummVM API documentation
sprite.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22// Sprite management module private header file
23
24#ifndef SAGA_SPRITE_H
25#define SAGA_SPRITE_H
26
27namespace Saga {
28
29#define SPRITE_ZMAX 16
30#define SPRITE_ZMASK 0x0F
31
32struct SpriteInfo {
33 ByteArray decodedBuffer;
34 int width;
35 int height;
36 int xAlign;
37 int yAlign;
38 byte keepMask;
39
40 SpriteInfo() : width(0), height(0), xAlign(0), yAlign(0), keepMask(0) {
41 }
42};
43
45
46class Sprite {
47public:
48 SpriteList _mainSprites;
49 SpriteList _saveReminderSprites;
50 SpriteList _arrowSprites;
51 SpriteList _inventorySprites;
52
53 Sprite(SagaEngine *vm);
54 ~Sprite();
55
56 // draw scaled sprite using background scene mask
57 void drawOccluded(SpriteList &spriteList, uint spriteNumber, const Point &screenCoord, int scale, int depth);
58
59 // draw scaled sprite using background scene mask
60 void draw(SpriteList &spriteList, uint spriteNumber, const Point &screenCoord, int scale, bool clipToScene = false);
61
62 // main function
63 void drawClip(const Point &spritePointer, int width, int height, const byte *spriteBuffer, bool clipToScene = false, byte keepMask = 0);
64
65 void draw(SpriteList &spriteList, uint spriteNumber, const Rect &screenRect, int scale, bool clipToScene = false);
66
67 void loadList(int resourceId, SpriteList &spriteList, byte keepMask = 0); // load or append spriteList
68 bool hitTest(SpriteList &spriteList, uint spriteNumber, const Point &screenCoord, int scale, const Point &testPoint);
69 void getScaledSpriteBuffer(SpriteList &spriteList, uint spriteNumber, int scale, int &width, int &height, int &xAlign, int &yAlign, const byte *&buffer);
70
71private:
72 void decodeRLEBuffer(const byte *inputBuffer, size_t inLength, size_t outLength);
73 void scaleBuffer(const byte *src, int width, int height, int scale, size_t outLength);
74
75 SagaEngine *_vm;
76 ResourceContext *_spriteContext;
77 ByteArray _decodeBuf;
78};
79
80} // End of namespace Saga
81
82#endif
Definition: saga.h:464
Definition: resource.h:105
Definition: saga.h:497
Definition: sprite.h:46
Definition: actor.h:34
Definition: rect.h:144
Definition: rect.h:536
Definition: sprite.h:32