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engines/m4/graphics/gr_surface.h
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61
engines/m4/graphics/gr_surface.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_SURFACE_H
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#define M4_GRAPHICS_GR_SURFACE_H
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#include "common/types.h"
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#include "m4/m4_types.h"
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namespace M4 {
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class M4Surface : public Buffer {
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private:
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DisposeAfterUse::Flag _disposeAfterUse = DisposeAfterUse::NO;
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void drawInner(const Buffer &src, const byte *depthCodes, int x, int y,
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bool forwards, int srcDepth, const byte *palette, const byte *inverseColorTable);
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public:
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M4Surface() : Buffer() {}
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M4Surface(const Buffer &src) : Buffer(src) {}
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M4Surface(int sw, int sh);
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M4Surface(const byte *src, int sw, int sh);
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~M4Surface();
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/**
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* Simple drawing at a given position given source RLE data.
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* In this simplified version, the sprite must be entirely on-screen
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*/
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void rleDraw(const byte *src, int x = 0, int y = 0);
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/**
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* Main drawing
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*/
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void draw(const Buffer &src, int x, int y, bool forwards = true,
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const byte *depthCodes = nullptr, int srcDepth = -1,
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const byte *inverseColorTable = nullptr, const byte *palette = nullptr);
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};
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} // namespace M4
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#endif
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