/* 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 M4_GRAPHICS_GR_SPRITE_H #define M4_GRAPHICS_GR_SPRITE_H #include "m4/m4_types.h" namespace M4 { enum { NO_COMPRESS = 0x00, RLE8 = 0x01, SHADOW = 0x80 }; struct DrawRequest { Buffer *Src = nullptr; // sprite source buffer Buffer *Dest = nullptr; // destination buffer int32 x = 0; // x position relative to Destination(0, 0) int32 y = 0; // y position relative to Destination(0, 0) int32 scaleX = 0; // x scale factor (can be negative for reverse draw) int32 scaleY = 0; // y scale factor (can't be negative) uint8 *depthCode = nullptr; // depth code array for destination (doesn't care if srcDepth is 0) uint8 *Pal = nullptr; // palette for shadow draw (doesn't care if SHADOW bit is not set in Src.encoding) uint8 *ICT = nullptr; // Inverse Color Table (doesn't care if SHADOW bit is not set in Src.encoding) uint8 srcDepth = 0; // depth code for source (0 if no depth processing) }; uint32 gr_sprite_RLE8_encode(Buffer *Source, Buffer *Dest); uint8 gr_sprite_draw(DrawRequest *DrawReq); } // namespace M4 #endif