73 lines
3.2 KiB
C++
73 lines
3.2 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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#ifndef AGS_ENGINE_AC_OVERLAY_H
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#define AGS_ENGINE_AC_OVERLAY_H
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#include "common/std/vector.h"
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#include "ags/shared/util/geometry.h"
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#include "ags/engine/ac/screen_overlay.h"
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#include "ags/engine/ac/dynobj/script_overlay.h"
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namespace AGS3 {
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namespace AGS {
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namespace Shared {
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class Bitmap;
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} // namespace Shared
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} // namespace AGS
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using namespace AGS; // FIXME later
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void Overlay_Remove(ScriptOverlay *sco);
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void Overlay_SetText(ScriptOverlay *scover, int width, int fontid, int text_color, const char *text);
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void Overlay_SetText(ScreenOverlay &over, int x, int y, int width, int fontid, int text_color, const char *text);
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int Overlay_GetX(ScriptOverlay *scover);
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void Overlay_SetX(ScriptOverlay *scover, int newx);
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int Overlay_GetY(ScriptOverlay *scover);
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void Overlay_SetY(ScriptOverlay *scover, int newy);
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int Overlay_GetValid(ScriptOverlay *scover);
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ScriptOverlay *Overlay_CreateGraphical(int x, int y, int slot, bool transparent = true, bool clone = false);
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ScriptOverlay *Overlay_CreateTextual(int x, int y, int width, int font, int colour, const char *text);
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ScreenOverlay *Overlay_CreateGraphicCore(bool room_layer, int x, int y, int slot, bool transparent = true, bool clone = false);
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ScreenOverlay *Overlay_CreateTextCore(bool room_layer, int x, int y, int width, int font, int text_color,
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const char *text, int disp_type, int allow_shrink);
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ScreenOverlay *get_overlay(int type);
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// Calculates overlay position in its respective layer (screen or room)
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Point get_overlay_position(const ScreenOverlay &over);
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size_t add_screen_overlay(bool roomlayer, int x, int y, int type, int sprnum);
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size_t add_screen_overlay(bool roomlayer, int x, int y, int type, Shared::Bitmap *piccy, bool has_alpha);
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size_t add_screen_overlay(bool roomlayer, int x, int y, int type, Shared::Bitmap *piccy, int pic_offx, int pic_offy, bool has_alpha);
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void remove_screen_overlay(int type);
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void remove_all_overlays();
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// Creates and registers a managed script object for // Creates and registers a managed script object for existing overlay object;
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// optionally adds an internal engine reference to prevent object's disposal
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ScriptOverlay *create_scriptoverlay(ScreenOverlay &over, bool internal_ref = false);
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// Restores overlays, e.g. after restoring a game save
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void restore_overlays();
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std::vector<ScreenOverlay> &get_overlays();
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} // namespace AGS3
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#endif
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