/* 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. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 ICB_GRAPIC_PRIMS #define ICB_GRAPIC_PRIMS #include "engines/icb/common/px_bitmap.h" #include "engines/icb/common/px_types.h" #include "engines/icb/p4_generic.h" namespace ICB { typedef float PXreal; typedef float PXfloat; typedef double PXdouble; typedef struct { uint32 x1; uint32 z1; uint32 x2; uint32 z2; } _line; typedef struct { PXreal x; PXreal z; } _point; // used in extrapolate line typedef struct { PXdouble x; PXdouble z; } _fpoint; typedef struct { PXdouble x; PXdouble z; } _float_point; // Might seem silly to create yet another rectangle structure, but this one is needed to help the PSX and the PC // share some of the Remora and inventory code. typedef struct { int32 nX, nY; uint32 nWidth, nHeight; } _PxBitmapRect; typedef LRECT DXrect; int32 twabs(int32 val); void Draw_horizontal_line(int32 xx, int32 yy, uint32 len, _rgb *pen, uint8 *ad, uint32 pitch); void Draw_vertical_line(int32 xx, int32 yy, uint32 len, _rgb *pen, uint8 *ad, uint32 pitch); void Fill_rect(int32 x, int32 y, int32 x2, int32 y2, uint32 pen, int32 z = 0); void General_draw_line_24_32(int16 x0, int16 y0, int16 x1, int16 y1, _rgb *colour, uint8 *myScreenBuffer, uint32 pitch, int32 surface_width = SCREEN_WIDTH, int32 surface_height = SCREEN_DEPTH); void General_poly_draw_24_32(_point *pVerts, int32 nNumVerts, _rgb sColour, bool8 bFill, uint8 *pSurface, int32 nPitch, int32 nSurfaceWidth, int32 nSurfaceHeight); // This draws a sprite to a surface, using the x, y found in the sprite itself. void SpriteFrameDraw(uint8 *pSurfaceBitmap, uint32 nPitch, uint32 nSurfaceWidth, uint32 nSurfaceHeight, _pxBitmap *pBitmap, uint32 nFrameNumber, uint32 *nTransparencyRef, uint8 nOpacity); // This draws a sprite to a surface, using a supplied x, y, so the sprite can be moved on the surface. void SpriteXYFrameDraw(uint8 *pSurfaceBitmap, uint32 nPitch, uint32 nSurfaceWidth, uint32 nSurfaceHeight, _pxBitmap *pBitmap, int32 nX, int32 nY, uint32 nFrameNumber, bool8 bCentre, uint32 *nTransparencyRef, uint8 nOpacity); // These all make LRECTs (needed by Direct-X) from various sources. LRECT ConvertPxBitmapRectToRECT(const _PxBitmapRect &sBitmapRect); // Additive gouraud line .... what else ? void AdditiveGouraudLine(int16 x0, int16 y0, _rgb c0, int16 x1, int16 y1, _rgb c1, uint32 surface_id); void BlendedLine(int32 x0, int32 y0, int32 x1, int32 y1, _rgb c, uint32 surface_id); void BlendedLine(int32 x0, int32 y0, int32 x1, int32 y1, _rgb c, int32 surface_width, int32 surface_height, uint32 pitch, uint8 *surface); DXrect MakeRECTFromSpriteSizes(int32 nX, int32 nY, uint32 nWidth, uint32 nHeight); } // End of namespace ICB #endif // #ifndef _GRAPIC_PRIMS