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https://github.com/jmarshall23/CnC_Remastered_Collection.git
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68 lines
2.6 KiB
C++
68 lines
2.6 KiB
C++
/**
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* @file
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*
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* @author OmniBlade
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* @author CCHyper
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*
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* @brief Low level sprite drawing functions for Dune2 sprite format (used for mouse in early C&C games).
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*
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* @copyright Chronoshift is free software: you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version
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* 2 of the License, or (at your option) any later version.
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* A full copy of the GNU General Public License can be found in
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* LICENSE
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*/
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#pragma once
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#ifndef MOUSESHAPE_H
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#define MOUSESHAPE_H
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#pragma pack(push, 1)
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// Header for each frame in the old SHP format... only used for mouse now.
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struct MouseShapeFrameHeader
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{
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//"MAKESHAPE_NORMAL" 0
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//"MAKESHAPE_COMPACT" 1
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//"MAKESHAPE_NOCOMP" 2
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//"MAKESHAPE_VARIABLE" 4
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uint16_t flags; // flag 1 specifies that a 16 byte color table follows the header.
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// flag 2 specifies that this frame doesn't have LCW compression,
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// this frame would only have RLE compression.
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// flag 4 specifies a custom length color table follows the header.
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uint8_t height; //height after RLE compression?
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uint16_t width;
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uint8_t original_height; // original frame height without any compression.
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uint16_t shape_size; // full frame size including this header.
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uint16_t data_length; // uncompressed size, frame size minus header if flag 2 is specified.
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//
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// Following this is optional data, in Dune 2 this was used to specify remap indexes.
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// If flag 1 is set then a uint8_t color_table[16] follows.
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// if flag 4 is set then a uint8_t color_table_size and uint8_t color_table[color_table_size] follows.
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};
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// Header for the old SHP format... only used for mouse now. Offset values need +2 to get actual frame pos.
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struct MouseShapeHeader
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{
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uint16_t frame_count;
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uint32_t offset;
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};
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#pragma pack(pop)
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class WWMouseClass;
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class GraphicViewPortClass;
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int Get_Shape_Uncomp_Size(void* shape);
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int Extract_Shape_Count(void* shape);
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void* Extract_Shape(void* shape, int frame = 0);
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int Get_Shape_Width(void* shape);
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int Get_Shape_Height(void* shape);
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int Restore_Shape_Height(void* shape);
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int Get_Shape_Original_Height(void* shape);
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void __cdecl Mouse_Shadow_Buffer(WWMouseClass& mouse, GraphicViewPortClass& viewport, void* buffer, int x_pos, int y_pos, int hspot_x, int hspot_y, BOOL save);
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void __cdecl Mouse_Draw(WWMouseClass& mouse, GraphicViewPortClass& viewport, int x_pos, int y_pos);
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void* __cdecl Mouse_Set_Cursor(WWMouseClass& mouse, int hspot_x, int hspot_y, void* shape);
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#endif
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