117 lines
3.1 KiB
C++
117 lines
3.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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//=============================================================================
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// Author: Arvind
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// Purpose: Contains the image manager class - used to manage in-game assets
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//=============================================================================
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#ifndef CRAB_IMAGEMANAGER_H
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#define CRAB_IMAGEMANAGER_H
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#include "crab/image/Image.h"
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#include "crab/TMX/TMXTileSet.h"
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#include "common/hashmap.h"
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namespace Crab {
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// We use this object as the key for all image assets
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typedef uint ImageKey;
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// Since we use uint as a key for images, our loadImgKey function is loadNum
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#define loadImgKey loadNum
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namespace pyrodactyl {
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namespace image {
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// We store images here
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typedef Common::HashMap<ImageKey, Image> TextureMap;
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// Two image maps are used in the game - current (changes with level) and common
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enum MapID {
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MAP_CURRENT,
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MAP_COMMON,
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MAP_TOTAL
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};
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class ImageManager {
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// Assets are stored in images
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// Common is stuff used everywhere - this is only loaded once
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TextureMap _map[MAP_TOTAL];
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// The default image for all invalid image names
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Image _invalidImg;
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public:
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// The tile sets used in the level
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TMX::TileSetGroup _tileset;
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// This image is used to notify player about changes to quests and inventory
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ImageKey _notify;
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ImageManager() {
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_notify = 0;
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}
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~ImageManager() {}
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void quit();
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bool init();
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// image related stuff
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// Load all images specified in an xml file in a map
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void loadMap(const Common::Path &filename, const MapID &mapid = MAP_CURRENT);
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void getTexture(const ImageKey &id, Image &data);
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Image &getTexture(const ImageKey &id);
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bool validTexture(const ImageKey &id);
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void draw(const int &x, const int &y, const ImageKey &id,
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Common::Rect *clip = nullptr, const TextureFlipType &flip = FLIP_NONE);
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void draw(const int &x, const int &y, const ImageKey &id,
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Rect *clip, const TextureFlipType &flip = FLIP_NONE);
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void dimScreen();
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void blackScreen();
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// Draw the notification icon
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void notifyDraw(const int &x, const int &y) {
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auto *k = &getTexture(_notify);
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draw(x - k->w() / 2, y - k->h() / 2, _notify);
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}
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};
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} // End of namespace image
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} // End of namespace pyrodactyl
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} // End of namespace Crab
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#endif // CRAB_IMAGEMANAGER_H
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