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2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef WATCHMAKER_LL_UTIL_H
#define WATCHMAKER_LL_UTIL_H
#include "watchmaker/game.h"
#include "watchmaker/globvar.h"
#include "watchmaker/t3d.h"
#include "watchmaker/work_dirs.h"
#include "watchmaker/renderer.h"
namespace Watchmaker {
int32 LoadDDBitmap(WGame &game, const char *n, uint8 flags);
void LoadFont(WGame &game, struct SFont *f, const char *n);
void UpdateRoomVisibility(WGame &game);
t3dMESH *LinkMeshToStr(Init &init, const Common::String &str);
int16 getRoomFromStr(Init &init, const Common::String &s);
void ChangeRoom(WGame &game, Common::String n, uint8 pos, int32 an);
bool SetBndLevel(WGame &game, const char *roomname, int32 lev);
int32 GetBndLevel(char *roomname);
void GetDDBitmapExtends(Renderer &renderer, struct SRect *r, struct SDDBitmap *b);
void DisplayDDBitmap(Renderer &, int32 tnum, int32 px, int32 py, int32 ox, int32 oy, int32 dx, int32 dy);
void DisplayDDBitmap_NoFit(Renderer &renderer, int32 tnum, int32 px, int32 py, int32 ox, int32 oy, int32 dx, int32 dy);
void UpdateRoomInfo(WGame &game);
bool CheckRect(Renderer &renderer, struct SRect p, int32 cmx, int32 cmy);
void DisplayD3DTriangle(Renderer &, int32 x1, int32 y1, int32 x2, int32 y2, int32 x3, int32 y3, uint8 r, uint8 g, uint8 b, uint8 al);
void DisplayD3DRect(Renderer &, int32 px, int32 py, int32 dx, int32 dy, uint8 r, uint8 g, uint8 b, uint8 al);
int32 CreateTooltipBitmap(Renderer &renderer, char *tooltip, FontColor color, uint8 r, uint8 g, uint8 b);
int32 WhatObj(WGame &game, int32 mx, int32 my, uint8 op);
void DebugVideo(Renderer &renderer, int32 px, int32 py, const char *format, ...);
} // End of namespace Watchmaker
#endif // WATCHMAKER_LL_UTIL_H