/* 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_REND_H #define M4_GRAPHICS_REND_H #include "m4/m4_types.h" #include "m4/gui/gui.h" namespace M4 { struct RGBcolor { uint8 b, g, r; }; struct RendGrBuff { uint32 Width = 0; uint32 Height = 0; void *PixMap = nullptr; byte encoding = 0; uint32 Pitch = 0; }; struct DrawRequestX { int32 x; // X position relative to GrBuff(0, 0) int32 y; // Y position relative to GrBuff(0, 0) int32 scale_x; // X scale factor (can be negative for reverse draw) int32 scale_y; // Y scale factor (can't be negative) uint8 *depth_map; // Depth code array for destination (doesn't care if srcDepth is 0) RGBcolor *Pal; // Palette for shadow draw (doesn't care if SHADOW bit is not set in Src.encoding) uint8 *ICT; // Inverse Color Table (doesn't care if SHADOW bit is not set in Src.encoding) uint8 depth; // Depth code for source (0 if no depth processing) }; struct RendCell { uint32 Pack; uint32 Stream; long hot_x; long hot_y; uint32 Width; uint32 Height; uint32 Comp; uint32 Reserved[8]; uint8 *data; }; enum { kEndOfLine = 0, kEndOfSprite = 1, kJumpXY = 2 }; typedef uint32 RenderResult; typedef RenderResult(*RenderFunc)(); struct Rend_Globals { uint8 *_sourceAddress, *_destinationAddress, *_depthAddress, _spriteDepth, *_InverseColorTable; int32 _X_scale, _LeftPorch, _RightPorch, _StartingPixelPos, _X_error; int _Increment; RGBcolor *_Palette; }; void GetUpdateRectangle(int32 x, int32 y, int32 hot_x, int32 hot_y, int32 scale_x, int32 scale_y, int32 Width, int32 Height, M4Rect *UpdateRect); void render_sprite_to_8BBM(RendGrBuff *Destination, DrawRequestX *dr, RendCell *Frame, M4Rect *ClipRectangle, M4Rect *UpdateRect); } // namespace M4 #endif