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engines/ags/plugins/ags_flashlight/ags_flashlight.h
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127
engines/ags/plugins/ags_flashlight/ags_flashlight.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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* of the License, or(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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#ifndef AGS_PLUGINS_AGSFLASHLIGHT_AGSFLASHLIGHT_H
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#define AGS_PLUGINS_AGSFLASHLIGHT_AGSFLASHLIGHT_H
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#include "ags/plugins/ags_plugin.h"
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#include "ags/plugins/serializer.h"
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#include "ags/lib/allegro.h"
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namespace AGS3 {
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namespace Plugins {
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namespace AGSFlashlight {
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/**
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* This is not the AGS Flashlight plugin,
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* but a workalike plugin originally created for the AGS engine PSP port.
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*/
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class AGSFlashlight : public PluginBase {
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SCRIPT_HASH(AGSFlashlight)
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private:
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int32 screen_width = 320;
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int32 screen_height = 200;
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int32 screen_color_depth = 16;
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bool g_BitmapMustBeUpdated = true;
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int g_RedTint = 0;
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int g_GreenTint = 0;
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int g_BlueTint = 0;
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int g_DarknessLightLevel = 100;
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int g_BrightnessLightLevel = 100;
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int g_DarknessSize = 0;
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int g_DarknessDiameter = 0;
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int g_BrightnessSize = 0;
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int g_ScaleFactor = 1;
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int32 g_FlashlightX = 0;
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int32 g_FlashlightY = 0;
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int32 g_FlashlightDrawAtX = 0;
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int32 g_FlashlightDrawAtY = 0;
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bool g_FlashlightFollowMouse = false;
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int g_FollowCharacterId = 0;
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int g_FollowCharacterDx = 0;
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int g_FollowCharacterDy = 0;
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int g_FollowCharacterHorz = 0;
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int g_FollowCharacterVert = 0;
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AGSCharacter *g_FollowCharacter = nullptr;
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BITMAP *g_LightBitmap = nullptr;
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uint32 flashlight_x = 0, flashlight_n = 0;
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private:
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/**
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* This function is from Allegro, split for more performance.
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* Combines a 32 bit RGBA sprite with a 16 bit RGB destination, optimised
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* for when one pixel is in an RGB layout and the other is BGR.
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*/
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inline uint32 _blender_alpha16_bgr(uint32 y);
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inline void calc_x_n(uint32 x);
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inline void setPixel(int x, int y, uint32 color, uint32 *pixel);
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void plotCircle(int xm, int ym, int r, uint32 color);
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void ClipToRange(int &variable, int min, int max);
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void AlphaBlendBitmap();
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void DrawTint();
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void DrawDarkness();
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void CreateLightBitmap();
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void Update();
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uint32 blendPixel(uint32 col, bool isAlpha24, int light);
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void syncGame(Serializer &s);
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void SetFlashlightTint(ScriptMethodParams ¶ms);
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void GetFlashlightTintRed(ScriptMethodParams ¶ms);
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void GetFlashlightTintGreen(ScriptMethodParams ¶ms);
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void GetFlashlightTintBlue(ScriptMethodParams ¶ms);
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void GetFlashlightMinLightLevel(ScriptMethodParams ¶ms);
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void GetFlashlightMaxLightLevel(ScriptMethodParams ¶ms);
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void SetFlashlightDarkness(ScriptMethodParams ¶ms);
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void GetFlashlightDarkness(ScriptMethodParams ¶ms);
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void SetFlashlightDarknessSize(ScriptMethodParams ¶ms);
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void GetFlashlightDarknessSize(ScriptMethodParams ¶ms);
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void SetFlashlightBrightness(ScriptMethodParams ¶ms);
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void GetFlashlightBrightness(ScriptMethodParams ¶ms);
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void SetFlashlightBrightnessSize(ScriptMethodParams ¶ms);
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void GetFlashlightBrightnessSize(ScriptMethodParams ¶ms);
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void SetFlashlightPosition(ScriptMethodParams ¶ms);
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void GetFlashlightPositionX(ScriptMethodParams ¶ms);
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void GetFlashlightPositionY(ScriptMethodParams ¶ms);
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void SetFlashlightFollowMouse(ScriptMethodParams ¶ms);
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void GetFlashlightFollowMouse(ScriptMethodParams ¶ms);
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void SetFlashlightFollowCharacter(ScriptMethodParams ¶ms);
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void GetFlashlightFollowCharacter(ScriptMethodParams ¶ms);
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void GetFlashlightCharacterDX(ScriptMethodParams ¶ms);
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void GetFlashlightCharacterDY(ScriptMethodParams ¶ms);
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void GetFlashlightCharacterHorz(ScriptMethodParams ¶ms);
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void GetFlashlightCharacterVert(ScriptMethodParams ¶ms);
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void SetFlashlightMask(ScriptMethodParams ¶ms);
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void GetFlashlightMask(ScriptMethodParams ¶ms);
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public:
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AGSFlashlight() : PluginBase() {}
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virtual ~AGSFlashlight() {}
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const char *AGS_GetPluginName() override;
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void AGS_EngineStartup(IAGSEngine *engine) override;
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int64 AGS_EngineOnEvent(int event, NumberPtr data) override;
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int AGS_PluginV2() const override { return 1; };
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};
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} // namespace AGSFlashlight
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} // namespace Plugins
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} // namespace AGS3
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#endif
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