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engines/m4/graphics/gr_sprite.h
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54
engines/m4/graphics/gr_sprite.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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#ifndef M4_GRAPHICS_GR_SPRITE_H
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#define M4_GRAPHICS_GR_SPRITE_H
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#include "m4/m4_types.h"
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namespace M4 {
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enum {
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NO_COMPRESS = 0x00,
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RLE8 = 0x01,
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SHADOW = 0x80
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};
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struct DrawRequest {
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Buffer *Src = nullptr; // sprite source buffer
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Buffer *Dest = nullptr; // destination buffer
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int32 x = 0; // x position relative to Destination(0, 0)
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int32 y = 0; // y position relative to Destination(0, 0)
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int32 scaleX = 0; // x scale factor (can be negative for reverse draw)
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int32 scaleY = 0; // y scale factor (can't be negative)
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uint8 *depthCode = nullptr; // depth code array for destination (doesn't care if srcDepth is 0)
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uint8 *Pal = nullptr; // palette for shadow draw (doesn't care if SHADOW bit is not set in Src.encoding)
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uint8 *ICT = nullptr; // Inverse Color Table (doesn't care if SHADOW bit is not set in Src.encoding)
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uint8 srcDepth = 0; // depth code for source (0 if no depth processing)
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};
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uint32 gr_sprite_RLE8_encode(Buffer *Source, Buffer *Dest);
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uint8 gr_sprite_draw(DrawRequest *DrawReq);
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} // namespace M4
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#endif
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