scummvm/backends/platform/3ds/sprite.h
2024-09-02 11:13:09 +03:00

83 lines
2.1 KiB
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 GRAPHICS_SPRITE_3DS_H
#define GRAPHICS_SPRITE_3DS_H
#define FORBIDDEN_SYMBOL_EXCEPTION_time_h
#include "graphics/surface.h"
#include <3ds.h>
#include <citro3d.h>
namespace N3DS {
typedef struct {
float position[3];
float texcoord[2];
} vertex;
struct GfxMode3DS;
class Sprite : public Graphics::Surface {
public:
Sprite();
~Sprite();
void create(uint16 width, uint16 height, const GfxMode3DS *mode, bool vram = false);
void free();
void convertToInPlace(const Graphics::PixelFormat &dstFormat, const byte *palette = 0);
void transfer();
void render();
void clear(uint32 color = 0);
void markDirty(){ dirtyPixels = true; }
void setPosition(int x, int y);
void setOffset(uint16 x, uint16 y);
void setScale(float x, float y);
float getScaleX() const { return scaleX; }
float getScaleY() const { return scaleY; }
int getPosX() const { return posX; }
int getPosY() const { return posY; }
C3D_Mtx* getMatrix();
void setFilteringMode(bool enableLinearFiltering);
uint16 actualWidth;
uint16 actualHeight;
private:
uint32 textureTransferFlags;
bool dirtyPixels;
bool dirtyMatrix;
C3D_Mtx modelview;
C3D_Tex texture;
vertex* vertices;
int posX;
int posY;
uint16 offsetX;
uint16 offsetY;
float scaleX;
float scaleY;
};
} // namespace N3DS
#endif