/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef AGS_ENGINE_AC_OVERLAY_H #define AGS_ENGINE_AC_OVERLAY_H #include "common/std/vector.h" #include "ags/shared/util/geometry.h" #include "ags/engine/ac/screen_overlay.h" #include "ags/engine/ac/dynobj/script_overlay.h" namespace AGS3 { namespace AGS { namespace Shared { class Bitmap; } // namespace Shared } // namespace AGS using namespace AGS; // FIXME later void Overlay_Remove(ScriptOverlay *sco); void Overlay_SetText(ScriptOverlay *scover, int width, int fontid, int text_color, const char *text); void Overlay_SetText(ScreenOverlay &over, int x, int y, int width, int fontid, int text_color, const char *text); int Overlay_GetX(ScriptOverlay *scover); void Overlay_SetX(ScriptOverlay *scover, int newx); int Overlay_GetY(ScriptOverlay *scover); void Overlay_SetY(ScriptOverlay *scover, int newy); int Overlay_GetValid(ScriptOverlay *scover); ScriptOverlay *Overlay_CreateGraphical(int x, int y, int slot, bool transparent = true, bool clone = false); ScriptOverlay *Overlay_CreateTextual(int x, int y, int width, int font, int colour, const char *text); ScreenOverlay *Overlay_CreateGraphicCore(bool room_layer, int x, int y, int slot, bool transparent = true, bool clone = false); ScreenOverlay *Overlay_CreateTextCore(bool room_layer, int x, int y, int width, int font, int text_color, const char *text, int disp_type, int allow_shrink); ScreenOverlay *get_overlay(int type); // Calculates overlay position in its respective layer (screen or room) Point get_overlay_position(const ScreenOverlay &over); size_t add_screen_overlay(bool roomlayer, int x, int y, int type, int sprnum); size_t add_screen_overlay(bool roomlayer, int x, int y, int type, Shared::Bitmap *piccy, bool has_alpha); size_t add_screen_overlay(bool roomlayer, int x, int y, int type, Shared::Bitmap *piccy, int pic_offx, int pic_offy, bool has_alpha); void remove_screen_overlay(int type); void remove_all_overlays(); // Creates and registers a managed script object for // Creates and registers a managed script object for existing overlay object; // optionally adds an internal engine reference to prevent object's disposal ScriptOverlay *create_scriptoverlay(ScreenOverlay &over, bool internal_ref = false); // Restores overlays, e.g. after restoring a game save void restore_overlays(); std::vector &get_overlays(); } // namespace AGS3 #endif