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engines/m4/graphics/rend.h
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engines/m4/graphics/rend.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_REND_H
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#define M4_GRAPHICS_REND_H
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#include "m4/m4_types.h"
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#include "m4/gui/gui.h"
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namespace M4 {
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struct RGBcolor {
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uint8 b, g, r;
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};
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struct RendGrBuff {
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uint32 Width = 0;
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uint32 Height = 0;
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void *PixMap = nullptr;
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byte encoding = 0;
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uint32 Pitch = 0;
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};
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struct DrawRequestX {
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int32 x; // X position relative to GrBuff(0, 0)
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int32 y; // Y position relative to GrBuff(0, 0)
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int32 scale_x; // X scale factor (can be negative for reverse draw)
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int32 scale_y; // Y scale factor (can't be negative)
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uint8 *depth_map; // Depth code array for destination (doesn't care if srcDepth is 0)
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RGBcolor *Pal; // Palette for shadow draw (doesn't care if SHADOW bit is not set in Src.encoding)
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uint8 *ICT; // Inverse Color Table (doesn't care if SHADOW bit is not set in Src.encoding)
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uint8 depth; // Depth code for source (0 if no depth processing)
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};
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struct RendCell {
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uint32 Pack;
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uint32 Stream;
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long hot_x;
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long hot_y;
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uint32 Width;
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uint32 Height;
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uint32 Comp;
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uint32 Reserved[8];
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uint8 *data;
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};
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enum {
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kEndOfLine = 0,
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kEndOfSprite = 1,
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kJumpXY = 2
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};
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typedef uint32 RenderResult;
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typedef RenderResult(*RenderFunc)();
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struct Rend_Globals {
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uint8 *_sourceAddress, *_destinationAddress, *_depthAddress, _spriteDepth, *_InverseColorTable;
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int32 _X_scale, _LeftPorch, _RightPorch, _StartingPixelPos, _X_error;
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int _Increment;
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RGBcolor *_Palette;
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};
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void GetUpdateRectangle(int32 x, int32 y, int32 hot_x, int32 hot_y, int32 scale_x, int32 scale_y, int32 Width, int32 Height, M4Rect *UpdateRect);
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void render_sprite_to_8BBM(RendGrBuff *Destination, DrawRequestX *dr, RendCell *Frame, M4Rect *ClipRectangle, M4Rect *UpdateRect);
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} // namespace M4
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#endif
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