/* 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 . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #ifndef CRAB_SHADOW_H #define CRAB_SHADOW_H #include "crab/crab.h" #include "crab/vectors.h" #include "crab/image/ImageManager.h" namespace Crab { namespace pyrodactyl { namespace anim { struct ShadowData { // The image of the sprite's shadow ImageKey _img; // Size of image Vector2i _size; // The default shadow offset Vector2i _offset; ShadowData() : _size(1, 1) { _img = 0; } void load(rapidxml::xml_node *node) { loadImgKey(_img, "img", node); _offset.load(node); using namespace pyrodactyl::image; Image dat; g_engine->_imageManager->getTexture(_img, dat); _size.x = dat.w() / 2; _size.y = dat.h() / 2; } }; // Used when a set of animation frames needs a specific shadow offset class ShadowOffset : public Vector2i { public: // Only use this offset if this is true bool _valid; ShadowOffset() { _valid = false; } }; } // End of namespace anim } // End of namespace pyrodactyl } // End of namespace Crab #endif // CRAB_SHADOW_H