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engines/ags/engine/ac/walk_behind.h
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62
engines/ags/engine/ac/walk_behind.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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// Walk-behinds calculation logic.
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#ifndef AGS_ENGINE_AC_WALK_BEHIND_H
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#define AGS_ENGINE_AC_WALK_BEHIND_H
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#include "ags/shared/util/geometry.h"
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namespace AGS3 {
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// A method of rendering walkbehinds on screen:
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// DrawAsSeparateSprite - draws whole walkbehind as a sprite;
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// this method is most simple and is optimal for 3D renderers.
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// DrawOverCharSprite - turns parts of the character and object sprites
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// transparent when they are covered by walkbehind (walkbehind itself
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// is not drawn separately in this case);
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// this method is optimized for software render.
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enum WalkBehindMethodEnum {
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DrawOverCharSprite,
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DrawAsSeparateSprite
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};
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// An info on vertical column of walk-behind mask, which may contain WB area
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struct WalkBehindColumn {
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bool Exists = false; // whether any WB area is in this column
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int Y1 = 0, Y2 = 0; // WB top and bottom Y coords
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};
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namespace AGS { namespace Shared { class Bitmap; } }
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using namespace AGS; // FIXME later
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// Recalculates walk-behind positions
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void walkbehinds_recalc();
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// Generates walk-behinds as separate sprites
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void walkbehinds_generate_sprites();
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// Edits the given game object's sprite, cutting out pixels covered by walk-behinds;
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// returns whether any pixels were updated
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bool walkbehinds_cropout(Shared::Bitmap *sprit, int sprx, int spry, int basel);
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} // namespace AGS3
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#endif
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