/* 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 . * */ //============================================================================= // // Intermediate level drawing utility functions. // // GfxUtil namespace is meant for intermediate-to-lower level functions, that // implement specific conversions, tricks and hacks for drawing bitmaps and // geometry. // The suggested convention is to add only those functions, that do not require // any knowledge of higher-level engine types and objects. // //============================================================================= #ifndef AGS_ENGINE_GFX_GFX_UTIL_H #define AGS_ENGINE_GFX_GFX_UTIL_H #include "ags/shared/gfx/bitmap.h" #include "ags/shared/gfx/gfx_def.h" namespace AGS3 { namespace AGS { namespace Engine { using Shared::Bitmap; namespace GfxUtil { // Creates a COPY of the source bitmap, converted to the given format. // Keeps mask pixels intact, only converting mask color value if necessary. Bitmap *ConvertBitmap(Bitmap *src, int dst_color_depth); // Considers the given information about source and destination surfaces, // then draws a bimtap over another either using requested blending mode, // or fallbacks to common "magic pink" transparency mode; // optionally uses blending alpha (overall image transparency). void DrawSpriteBlend(Bitmap *ds, const Point &ds_at, Bitmap *sprite, Shared::BlendMode blend_mode, bool dst_has_alpha = true, bool src_has_alpha = true, int blend_alpha = 0xFF); // Draws a bitmap over another one with given alpha level (0 - 255), // takes account of the bitmap's mask color, // ignores image's alpha channel, even if there's one; // does a conversion if sprite and destination color depths do not match. void DrawSpriteWithTransparency(Bitmap *ds, Bitmap *sprite, int x, int y, int alpha = 0xFF); } // namespace GfxUtil } // namespace Engine } // namespace AGS } // namespace AGS3 #endif