scummvm/engines/sword25/gfx/dynamicbitmap.h
2021-12-26 18:48:43 +01:00

74 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/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_DYNAMIC_BITMAP_H
#define SWORD25_DYNAMIC_BITMAP_H
#include "sword25/kernel/common.h"
#include "sword25/gfx/bitmap.h"
#include "sword25/gfx/image/renderedimage.h"
#include "common/ptr.h"
namespace Sword25 {
class DynamicBitmap : public Bitmap {
friend class RenderObject;
public:
~DynamicBitmap() override;
uint getPixel(int x, int y) const override;
bool setContent(const byte *pixeldata, uint size, uint offset, uint stride) override;
bool isScalingAllowed() const override;
bool isAlphaAllowed() const override;
bool isColorModulationAllowed() const override;
bool isSetContentAllowed() const override;
bool persist(OutputPersistenceBlock &writer) override;
bool unpersist(InputPersistenceBlock &reader) override;
protected:
bool doRender(RectangleList *updateRects) override;
private:
DynamicBitmap(RenderObjectPtr<RenderObject> parentPtr, uint width, uint height);
DynamicBitmap(InputPersistenceBlock &reader, RenderObjectPtr<RenderObject> parentPtr, uint handle);
bool createRenderedImage(uint width, uint height);
Common::ScopedPtr<RenderedImage> _image;
};
} // End of namespace Sword25
#endif