void MadsSpriteSlots::drawBackground() { // Draw all active sprites onto the background surface for (int i = 0; i < startIndex; ++i) { MadsSpriteSlot &slot = _entries[i]; if (slot.spriteType >= 0) { _owner._dirtyAreas[i].active = false; } else { _owner._dirtyAreas[i].textActive = true; _owner._dirtyAreas.setSpriteSlot(i, slot); if (slot.spriteType == BACKGROUND_SPRITE) { SpriteAsset &spriteSet = getSprite(slot.spriteListIndex); M4Sprite *frame = spriteSet.getFrame((slot.frameNumber & 0x7fff) - 1); int xp = slot.xp; int yp = slot.yp; if (_entries[i].scale != -1) { // Adjust position based on frame size xp -= frame->width() / 2; yp -= frame->height() / 2; } if (slot.depth > 1) { // Draw the frame with depth processing _owner._bgSurface->copyFrom(frame, xp, yp, slot.depth, _owner._depthSurface, 100, frame->getTransparencyIndex()); } else { // No depth, so simply draw the image frame->copyTo(_owner._bgSurface, xp, yp, frame->getTransparencyIndex()); } } } } // Flag any remaining dirty areas as inactive for (uint i = startIndex; i < DIRTY_AREAS_TEXT_DISPLAY_IDX; ++i) _owner._dirtyAreas[i].active = false; }
void MadsSpriteSlots::drawForeground(M4Surface *viewport) { DepthList depthList; // Get a list of sprite object depths for active objects for (int i = 0; i < startIndex; ++i) { if (_entries[i].spriteType >= SPRITE_ZERO) { DepthEntry rec(16 - _entries[i].depth, i); depthList.push_back(rec); } } // Sort the list in order of the depth Common::sort(depthList.begin(), depthList.end(), sortHelper); // Loop through each of the objects DepthList::iterator i; for (i = depthList.begin(); i != depthList.end(); ++i) { DepthEntry &de = *i; MadsSpriteSlot &slot = _entries[de.index]; assert(slot.spriteListIndex < (int)_sprites.size()); SpriteAsset &spriteSet = *_sprites[slot.spriteListIndex]; // Get the sprite frame int frameNumber = slot.frameNumber & 0x7fff; bool flipped = (slot.frameNumber & 0x8000) != 0; M4Sprite *sprite = spriteSet.getFrame(frameNumber - 1); M4Surface *spr = sprite; if (flipped) { // Create a flipped copy of the sprite temporarily spr = sprite->flipHorizontal(); } if ((slot.scale < 100) && (slot.scale != -1)) { // Minimalised drawing viewport->copyFrom(spr, slot.xp, slot.yp, slot.depth, _owner._depthSurface, slot.scale, sprite->getTransparencyIndex()); } else { int xp, yp; if (slot.scale == -1) { xp = slot.xp - _owner._posAdjust.x; yp = slot.yp - _owner._posAdjust.y; } else { xp = slot.xp - (spr->width() / 2) - _owner._posAdjust.x; yp = slot.yp - spr->height() - _owner._posAdjust.y + 1; } if (slot.depth > 1) { // Draw the frame with depth processing viewport->copyFrom(spr, xp, yp, slot.depth, _owner._depthSurface, 100, sprite->getTransparencyIndex()); } else { // No depth, so simply draw the image spr->copyTo(viewport, xp, yp, sprite->getTransparencyIndex()); } } // Free sprite if it was a flipped one if (flipped) delete spr; } }