/* 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 GRIM_SPRITE_H #define GRIM_SPRITE_H #include "math/matrix4.h" namespace Common { class SeekableReadStream; class String; } namespace Grim { class Material; class CMap; class EMICostume; class Sprite { public: enum SpriteFlags1 { BlendAdditive = 0x400 }; enum SpriteFlags2 { DepthTest = 0x100, AlphaTest = 0x20000 }; Sprite(); void draw() const; void loadBinary(Common::SeekableReadStream *, EMICostume *costume); void loadGrim(const Common::String &name, const char *comma, CMap *cmap); Math::Vector3d _pos; float _width; float _height; bool _visible; Material *_material; Sprite *_next; uint32 _flags1; int _red[4]; int _green[4]; int _blue[4]; int _alpha[4]; float _texCoordX[4]; float _texCoordY[4]; uint32 _flags2; }; } // end of namespace Grim #endif