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69 lines
2.7 KiB
C++
69 lines
2.7 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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//
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// Intermediate level drawing utility functions.
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//
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// GfxUtil namespace is meant for intermediate-to-lower level functions, that
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// implement specific conversions, tricks and hacks for drawing bitmaps and
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// geometry.
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// The suggested convention is to add only those functions, that do not require
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// any knowledge of higher-level engine types and objects.
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//
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//=============================================================================
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#ifndef AGS_ENGINE_GFX_GFX_UTIL_H
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#define AGS_ENGINE_GFX_GFX_UTIL_H
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#include "ags/shared/gfx/bitmap.h"
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#include "ags/shared/gfx/gfx_def.h"
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namespace AGS3 {
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namespace AGS {
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namespace Engine {
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using Shared::Bitmap;
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namespace GfxUtil {
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// Creates a COPY of the source bitmap, converted to the given format.
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// Keeps mask pixels intact, only converting mask color value if necessary.
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Bitmap *ConvertBitmap(Bitmap *src, int dst_color_depth);
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// Considers the given information about source and destination surfaces,
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// then draws a bimtap over another either using requested blending mode,
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// or fallbacks to common "magic pink" transparency mode;
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// optionally uses blending alpha (overall image transparency).
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void DrawSpriteBlend(Bitmap *ds, const Point &ds_at, Bitmap *sprite,
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Shared::BlendMode blend_mode, bool dst_has_alpha = true, bool src_has_alpha = true, int blend_alpha = 0xFF);
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// Draws a bitmap over another one with given alpha level (0 - 255),
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// takes account of the bitmap's mask color,
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// ignores image's alpha channel, even if there's one;
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// does a conversion if sprite and destination color depths do not match.
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void DrawSpriteWithTransparency(Bitmap *ds, Bitmap *sprite, int x, int y, int alpha = 0xFF);
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} // namespace GfxUtil
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} // namespace Engine
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} // namespace AGS
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} // namespace AGS3
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#endif
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