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engines/startrek/sprite.h
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81
engines/startrek/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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* 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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* 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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* $URL: https://scummvm-startrek.googlecode.com/svn/trunk/graphics.h $
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* $Id: graphics.h 2 2009-09-12 20:13:40Z clone2727 $
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*
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*/
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#ifndef STARTREK_SPRITE_H
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#define STARTREK_SPRITE_H
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#include "startrek/bitmap.h"
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#include "common/ptr.h"
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#include "common/rect.h"
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#include "common/serializer.h"
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#include "common/stream.h"
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using Common::SharedPtr;
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namespace StarTrek {
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// Note: Rects in Star Trek are considered to have their bottom-right pixel contained in
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// the rectangle, but ScummVM rects are not. Functions from Trek have been adapted to use
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// ScummVM's rect format. Be wary of off-by-1 errors...
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class Sprite : Common::Serializable {
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public:
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Common::Point pos;
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uint16 drawPriority;
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uint16 drawPriority2; // If two sprites' drawPriorities are equal, this is checked.
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Common::String field8;
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Bitmap *bitmap;
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uint16 drawMode;
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uint16 textColor;
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bool bitmapChanged;
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bool rect2Valid;
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bool isOnScreen;
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bool field16; // When set, sprite isn't drawn next refresh? (Gets reset to 0 after)
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Common::Rect lastDrawRect; // Rect encompassing the sprite last time it was drawn
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Common::Rect drawRect; // Rect encompassing the sprite currently
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Common::Rect rectangle2;
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int16 drawX, drawY;
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Sprite();
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virtual ~Sprite();
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void setBitmap(Bitmap *b);
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void setBitmap(Common::MemoryReadStreamEndian *stream);
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void setXYAndPriority(int16 x, int16 y, int16 priority);
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void dontDrawNextFrame();
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/**
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* Returns a rect containing the sprite's bitmap on the screen.
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*/
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Common::Rect getRect();
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/// NOTE: even after calling this, "bitmap" must be reloaded by the caller.
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void saveLoadWithSerializer(Common::Serializer &ser) override;
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};
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} // End of namespace StarTrek
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#endif
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