WINTERMUTE: Apply cosmetic changes

This commit is contained in:
Gunnar Birke 2020-06-01 12:42:14 +02:00 committed by Paweł Kołodziejski
parent 40b7e9c676
commit 9311be32ca
4 changed files with 112 additions and 112 deletions

View file

@ -22,7 +22,7 @@
#include "base_render_opengl3d.h"
#include "../../../../../graphics/opengl/system_headers.h"
#include "graphics/opengl/system_headers.h"
#include "base_surface_opengl3d.h"
#include "math/glmath.h"
@ -31,49 +31,47 @@ BaseRenderer *makeOpenGL3DRenderer(BaseGame *inGame) {
return new BaseRenderOpenGL3D(inGame);
}
} // namespace Wintermute
Wintermute::BaseRenderOpenGL3D::BaseRenderOpenGL3D(Wintermute::BaseGame *inGame)
BaseRenderOpenGL3D::BaseRenderOpenGL3D(BaseGame *inGame)
: _spriteBatchMode(false) {
}
Wintermute::BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
}
Wintermute::BaseImage *Wintermute::BaseRenderOpenGL3D::takeScreenshot() {
BaseImage *BaseRenderOpenGL3D::takeScreenshot() {
return nullptr;
}
bool Wintermute::BaseRenderOpenGL3D::saveScreenShot(const Common::String &filename, int sizeX, int sizeY) {
bool BaseRenderOpenGL3D::saveScreenShot(const Common::String &filename, int sizeX, int sizeY) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setViewport(int left, int top, int right, int bottom) {
bool BaseRenderOpenGL3D::setViewport(int left, int top, int right, int bottom) {
_viewportRect.setRect(left, top, right, bottom);
glViewport(left, top, right - left, bottom - top);
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setViewport(Wintermute::Rect32 *rect) {
bool BaseRenderOpenGL3D::setViewport(Rect32 *rect) {
return setViewport(rect->left, rect->top, rect->right, rect->bottom);
}
Wintermute::Rect32 Wintermute::BaseRenderOpenGL3D::getViewPort() {
Rect32 BaseRenderOpenGL3D::getViewPort() {
return Rect32(0, 0, 0, 0);
}
void Wintermute::BaseRenderOpenGL3D::setWindowed(bool windowed) {
void BaseRenderOpenGL3D::setWindowed(bool windowed) {
}
Graphics::PixelFormat Wintermute::BaseRenderOpenGL3D::getPixelFormat() const {
Graphics::PixelFormat BaseRenderOpenGL3D::getPixelFormat() const {
return OpenGL::Texture::getRGBAPixelFormat();
}
void Wintermute::BaseRenderOpenGL3D::fade(uint16 alpha) {
void BaseRenderOpenGL3D::fade(uint16 alpha) {
fadeToColor(0, 0, 0, (byte)(255 - alpha));
}
void Wintermute::BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) {
void BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
setProjection2D();
@ -127,11 +125,11 @@ void Wintermute::BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a)
setup2D(true);
}
bool Wintermute::BaseRenderOpenGL3D::drawLine(int x1, int y1, int x2, int y2, uint32 color) {
bool BaseRenderOpenGL3D::drawLine(int x1, int y1, int x2, int y2, uint32 color) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) {
bool BaseRenderOpenGL3D::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) {
return true;
}
@ -154,7 +152,7 @@ bool Wintermute::BaseRenderOpenGL3D::setProjection() {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setProjection2D() {
bool BaseRenderOpenGL3D::setProjection2D() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, _viewportRect.width(), 0, _viewportRect.height(), -1.0, 100.0);
@ -163,11 +161,11 @@ bool Wintermute::BaseRenderOpenGL3D::setProjection2D() {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::windowedBlt() {
bool BaseRenderOpenGL3D::windowedBlt() {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect *rect) {
bool BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect *rect) {
glClearColor(float(r) / 255.0f, float(g) / 255.0f, float(b) / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
return true;
@ -176,7 +174,7 @@ bool Wintermute::BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect *
void Wintermute::BaseRenderOpenGL3D::onWindowChange() {
}
bool Wintermute::BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
bool BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
_windowed = windowed;
_width = width;
_height = height;
@ -194,20 +192,20 @@ bool Wintermute::BaseRenderOpenGL3D::flip() {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::indicatorFlip() {
bool BaseRenderOpenGL3D::indicatorFlip() {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::forcedFlip() {
bool BaseRenderOpenGL3D::forcedFlip() {
return true;
}
void Wintermute::BaseRenderOpenGL3D::initLoop() {
void BaseRenderOpenGL3D::initLoop() {
deleteRectList();
setup2D();
}
bool Wintermute::BaseRenderOpenGL3D::setup2D(bool force) {
bool BaseRenderOpenGL3D::setup2D(bool force) {
if (_state3D || force) {
_state3D = false;
@ -248,22 +246,22 @@ bool Wintermute::BaseRenderOpenGL3D::setup2D(bool force) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setup3D(bool force) {
bool BaseRenderOpenGL3D::setup3D(bool force) {
return true;
}
bool Wintermute::BaseRenderOpenGL3D::setupLines() {
bool BaseRenderOpenGL3D::setupLines() {
return true;
}
Wintermute::BaseSurface *Wintermute::BaseRenderOpenGL3D::createSurface() {
BaseSurface *Wintermute::BaseRenderOpenGL3D::createSurface() {
return new BaseSurfaceOpenGL3D(nullptr, this);
}
void Wintermute::BaseRenderOpenGL3D::endSaveLoad() {
void BaseRenderOpenGL3D::endSaveLoad() {
}
bool Wintermute::BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture &tex, const Wintermute::Rect32 &rect,
bool BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture &tex, const Wintermute::Rect32 &rect,
float zoomX, float zoomY, const Wintermute::Vector2 &pos,
uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
bool mirrorX, bool mirrorY) {
@ -271,7 +269,7 @@ bool Wintermute::BaseRenderOpenGL3D::drawSprite(const OpenGL::Texture &tex, cons
return drawSpriteEx(tex, rect, pos, Vector2(0.0f, 0.0f), scale, 0.0f, color, alphaDisable, blendMode, mirrorX, mirrorY);
}
bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture &tex, const Wintermute::Rect32 &rect,
bool BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture &tex, const Wintermute::Rect32 &rect,
const Wintermute::Vector2 &pos, const Wintermute::Vector2 &rot, const Wintermute::Vector2 &scale,
float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
bool mirrorX, bool mirrorY) {
@ -298,13 +296,9 @@ bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture &tex, co
if (mirrorY) {
}
// provide space for 3d position coords, 2d texture coords and a 32 bit colot value
int vertex_size = 24;
byte vertices[vertex_size * 4];
for (int i = 0; i < vertex_size * 4; ++i) {
vertices[i] = 0;
}
// provide space for 3d position coords, 2d texture coords and a 32 bit color value
const int vertex_size = 24;
byte vertices[vertex_size * 4] = {};
// texture coords
*reinterpret_cast<float *>(vertices) = tex_left;
@ -382,3 +376,5 @@ bool Wintermute::BaseRenderOpenGL3D::drawSpriteEx(const OpenGL::Texture &tex, co
return true;
}
} // namespace Wintermute

View file

@ -38,26 +38,26 @@ public:
BaseRenderOpenGL3D(BaseGame *inGame = nullptr);
~BaseRenderOpenGL3D() override;
virtual void dumpData(const char *filename) {}
void dumpData(const char *filename) override {}
/**
* Take a screenshot of the current screenstate
*
* @return a BaseImage containing the current screen-buffer.
*/
virtual BaseImage *takeScreenshot();
virtual bool saveScreenShot(const Common::String &filename, int sizeX = 0, int sizeY = 0);
virtual bool setViewport(int left, int top, int right, int bottom);
virtual bool setViewport(Rect32 *rect);
virtual Rect32 getViewPort();
virtual void setWindowed(bool windowed);
BaseImage *takeScreenshot() override;
bool saveScreenShot(const Common::String &filename, int sizeX = 0, int sizeY = 0) override;
bool setViewport(int left, int top, int right, int bottom) override;
bool setViewport(Rect32 *rect) override;
Rect32 getViewPort() override;
void setWindowed(bool windowed) override;
virtual Graphics::PixelFormat getPixelFormat() const;
Graphics::PixelFormat getPixelFormat() const override;
/**
* Fade the screen to black
*
* @param alpha amount to fade by (alpha value of black)
*/
virtual void fade(uint16 alpha);
void fade(uint16 alpha) override;
/**
* Fade a portion of the screen to a specific color
*
@ -67,15 +67,15 @@ public:
* @param a the alpha component to fade too.
* @param rect the portion of the screen to fade (if nullptr, the entire screen will be faded).
*/
virtual void fadeToColor(byte r, byte g, byte b, byte a);
void fadeToColor(byte r, byte g, byte b, byte a) override;
virtual bool drawLine(int x1, int y1, int x2, int y2, uint32 color); // Unused outside indicator-display
virtual bool drawRect(int x1, int y1, int x2, int y2, uint32 color, int width = 1); // Unused outside indicator-display
bool drawLine(int x1, int y1, int x2, int y2, uint32 color) override; // Unused outside indicator-display
bool drawRect(int x1, int y1, int x2, int y2, uint32 color, int width = 1) override; // Unused outside indicator-display
virtual bool setProjection();
bool setProjection() override;
bool setProjection2D();
virtual bool windowedBlt();
bool windowedBlt() override;
/**
* Fill a portion of the screen with a specified color
*
@ -83,46 +83,46 @@ public:
* @param g the green component to fill with.
* @param b the blue component to fill with.
*/
virtual bool fill(byte r, byte g, byte b, Common::Rect *rect = nullptr);
virtual void onWindowChange();
virtual bool initRenderer(int width, int height, bool windowed);
bool fill(byte r, byte g, byte b, Common::Rect *rect = nullptr) override;
void onWindowChange() override;
bool initRenderer(int width, int height, bool windowed) override;
/**
* Flip the backbuffer onto the screen-buffer
* The screen will NOT be updated before calling this function.
*
* @return true if successfull, false on error.
*/
virtual bool flip();
bool flip() override;
/**
* Special flip for the indicator drawn during save/load
* essentially, just copies the region defined by the _indicator-variables.
*/
virtual bool indicatorFlip();
virtual bool forcedFlip();
virtual void initLoop();
virtual bool setup2D(bool force = false);
virtual bool setup3D(bool force = false);
virtual bool setupLines();
bool indicatorFlip() override;
bool forcedFlip() override;
void initLoop() override;
bool setup2D(bool force = false) override;
bool setup3D(bool force = false);
bool setupLines() override;
/**
* Get the name of the current renderer
*
* @return the name of the renderer.
*/
virtual Common::String getName() const {
Common::String getName() const override {
return "OpenGL 3D renderer";
};
virtual bool displayDebugInfo() {
bool displayDebugInfo() override {
return STATUS_FAILED;
};
virtual bool drawShaderQuad() {
bool drawShaderQuad() override {
return STATUS_FAILED;
}
virtual float getScaleRatioX() const {
float getScaleRatioX() const override {
return 1.0f;
}
virtual float getScaleRatioY() const {
float getScaleRatioY() const override {
return 1.0f;
}
@ -134,16 +134,16 @@ public:
*
* @return a surface that can be used with this renderer
*/
virtual BaseSurface *createSurface();
BaseSurface *createSurface() override;
virtual bool startSpriteBatch() {
bool startSpriteBatch() override {
return STATUS_OK;
};
virtual bool endSpriteBatch() {
bool endSpriteBatch() override {
return STATUS_OK;
};
virtual void endSaveLoad();
void endSaveLoad() override;
bool drawSprite(const OpenGL::Texture& tex, const Rect32& rect, float zoomX, float zoomY, const Vector2& pos,
uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY);

View file

@ -26,59 +26,61 @@
#include "base_render_opengl3d.h"
#include "graphics/transparent_surface.h"
Wintermute::BaseSurfaceOpenGL3D::BaseSurfaceOpenGL3D(Wintermute::BaseGame *game, BaseRenderOpenGL3D *renderer)
namespace Wintermute {
BaseSurfaceOpenGL3D::BaseSurfaceOpenGL3D(BaseGame *game, BaseRenderOpenGL3D *renderer)
: BaseSurface(game), tex(nullptr), renderer(renderer), pixelOpReady(false) {
}
bool Wintermute::BaseSurfaceOpenGL3D::invalidate() {
bool BaseSurfaceOpenGL3D::invalidate() {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayHalfTrans(int x, int y, Wintermute::Rect32 rect) {
bool BaseSurfaceOpenGL3D::displayHalfTrans(int x, int y, Rect32 rect) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::isTransparentAt(int x, int y) {
bool BaseSurfaceOpenGL3D::isTransparentAt(int x, int y) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayTransZoom(int x, int y, Wintermute::Rect32 rect, float zoomX, float zoomY, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
bool BaseSurfaceOpenGL3D::displayTransZoom(int x, int y, Rect32 rect, float zoomX, float zoomY, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayTrans(int x, int y, Wintermute::Rect32 rect, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
bool BaseSurfaceOpenGL3D::displayTrans(int x, int y, Rect32 rect, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
renderer->drawSprite(*tex, rect, 100, 100, Vector2(x, y), alpha, false, blendMode, mirrorX, mirrorY);
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayTransOffset(int x, int y, Wintermute::Rect32 rect, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY, int offsetX, int offsetY) {
bool BaseSurfaceOpenGL3D::displayTransOffset(int x, int y, Rect32 rect, uint32 alpha, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY, int offsetX, int offsetY) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::display(int x, int y, Wintermute::Rect32 rect, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
bool BaseSurfaceOpenGL3D::display(int x, int y, Rect32 rect, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
renderer->drawSprite(*tex, rect, 100, 100, Vector2(x, y), 0xFFFFFFFF, true, blendMode, mirrorX, mirrorY);
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayTransform(int x, int y, Wintermute::Rect32 rect, Wintermute::Rect32 newRect, const Graphics::TransformStruct &transform) {
bool BaseSurfaceOpenGL3D::displayTransform(int x, int y, Rect32 rect, Rect32 newRect, const Graphics::TransformStruct &transform) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayZoom(int x, int y, Wintermute::Rect32 rect, float zoomX, float zoomY, uint32 alpha, bool transparent, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
bool BaseSurfaceOpenGL3D::displayZoom(int x, int y, Rect32 rect, float zoomX, float zoomY, uint32 alpha, bool transparent, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::displayTiled(int x, int y, Wintermute::Rect32 rect, int numTimesX, int numTimesY) {
bool BaseSurfaceOpenGL3D::displayTiled(int x, int y, Rect32 rect, int numTimesX, int numTimesY) {
Vector2 scale(numTimesX, numTimesY);
renderer->drawSpriteEx(*tex, rect, Vector2(x, y), Vector2(0, 0), scale, 0, 0xFFFFFFFF, true, Graphics::BLEND_NORMAL, false, false);
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::restore() {
bool BaseSurfaceOpenGL3D::restore() {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::create(const Common::String &filename, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime, bool keepLoaded) {
bool BaseSurfaceOpenGL3D::create(const Common::String &filename, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime, bool keepLoaded) {
BaseImage img = BaseImage();
if (!img.loadFile(filename)) {
return false;
@ -136,35 +138,35 @@ bool Wintermute::BaseSurfaceOpenGL3D::create(const Common::String &filename, boo
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::create(int width, int height) {
bool BaseSurfaceOpenGL3D::create(int width, int height) {
tex = new OpenGL::Texture(width, height);
_valid = true;
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::putPixel(int x, int y, byte r, byte g, byte b, int a) {
bool BaseSurfaceOpenGL3D::putPixel(int x, int y, byte r, byte g, byte b, int a) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::getPixel(int x, int y, byte *r, byte *g, byte *b, byte *a) {
bool BaseSurfaceOpenGL3D::getPixel(int x, int y, byte *r, byte *g, byte *b, byte *a) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::comparePixel(int x, int y, byte r, byte g, byte b, int a) {
bool BaseSurfaceOpenGL3D::comparePixel(int x, int y, byte r, byte g, byte b, int a) {
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::startPixelOp() {
bool BaseSurfaceOpenGL3D::startPixelOp() {
glBindTexture(GL_TEXTURE_2D, tex->getTextureName());
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::endPixelOp() {
bool BaseSurfaceOpenGL3D::endPixelOp() {
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
bool Wintermute::BaseSurfaceOpenGL3D::isTransparentAtLite(int x, int y) {
bool BaseSurfaceOpenGL3D::isTransparentAtLite(int x, int y) {
if (x < 0 || y < 0 || x >= tex->getWidth() || y >= tex->getHeight()) {
return false;
}
@ -182,3 +184,5 @@ bool Wintermute::BaseSurfaceOpenGL3D::isTransparentAtLite(int x, int y) {
pixel &= 0x000000FF;
return pixel == 0;
}
}

View file

@ -35,34 +35,34 @@ class BaseSurfaceOpenGL3D : public BaseSurface {
public:
BaseSurfaceOpenGL3D(BaseGame* game, BaseRenderOpenGL3D* renderer);
virtual bool invalidate();
bool invalidate() override;
virtual bool displayHalfTrans(int x, int y, Rect32 rect);
virtual bool isTransparentAt(int x, int y);
virtual bool displayTransZoom(int x, int y, Rect32 rect, float zoomX, float zoomY, uint32 alpha = 0xFFFFFFFF, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false);
virtual bool displayTrans(int x, int y, Rect32 rect, uint32 alpha = 0xFFFFFFFF, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false);
virtual bool displayTransOffset(int x, int y, Rect32 rect, uint32 alpha = 0xFFFFFFFF, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false, int offsetX = 0, int offsetY = 0);
virtual bool display(int x, int y, Rect32 rect, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false);
virtual bool displayTransform(int x, int y, Rect32 rect, Rect32 newRect, const Graphics::TransformStruct &transform);
virtual bool displayZoom(int x, int y, Rect32 rect, float zoomX, float zoomY, uint32 alpha = 0xFFFFFFFF, bool transparent = false, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false);
virtual bool displayTiled(int x, int y, Rect32 rect, int numTimesX, int numTimesY);
virtual bool restore();
virtual bool create(const Common::String &filename, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime = -1, bool keepLoaded = false);
virtual bool create(int width, int height);
virtual bool putSurface(const Graphics::Surface &surface, bool hasAlpha = false) {
bool displayHalfTrans(int x, int y, Rect32 rect) override;
bool isTransparentAt(int x, int y) override;
bool displayTransZoom(int x, int y, Rect32 rect, float zoomX, float zoomY, uint32 alpha = 0xFFFFFFFF, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false) override;
bool displayTrans(int x, int y, Rect32 rect, uint32 alpha = 0xFFFFFFFF, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false) override;
bool displayTransOffset(int x, int y, Rect32 rect, uint32 alpha = 0xFFFFFFFF, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false, int offsetX = 0, int offsetY = 0) override;
bool display(int x, int y, Rect32 rect, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false) override;
bool displayTransform(int x, int y, Rect32 rect, Rect32 newRect, const Graphics::TransformStruct &transform) override;
bool displayZoom(int x, int y, Rect32 rect, float zoomX, float zoomY, uint32 alpha = 0xFFFFFFFF, bool transparent = false, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL, bool mirrorX = false, bool mirrorY = false) override;
bool displayTiled(int x, int y, Rect32 rect, int numTimesX, int numTimesY) override;
bool restore() override;
bool create(const Common::String &filename, bool defaultCK, byte ckRed, byte ckGreen, byte ckBlue, int lifeTime = -1, bool keepLoaded = false) override;
bool create(int width, int height) override;
bool putSurface(const Graphics::Surface &surface, bool hasAlpha = false) override {
return STATUS_FAILED;
}
virtual bool putPixel(int x, int y, byte r, byte g, byte b, int a = -1);
virtual bool getPixel(int x, int y, byte *r, byte *g, byte *b, byte *a = nullptr);
virtual bool comparePixel(int x, int y, byte r, byte g, byte b, int a = -1);
virtual bool startPixelOp();
virtual bool endPixelOp();
virtual bool isTransparentAtLite(int x, int y);
bool putPixel(int x, int y, byte r, byte g, byte b, int a = -1) override;
bool getPixel(int x, int y, byte *r, byte *g, byte *b, byte *a = nullptr) override;
bool comparePixel(int x, int y, byte r, byte g, byte b, int a = -1) override;
bool startPixelOp() override;
bool endPixelOp() override;
bool isTransparentAtLite(int x, int y) override;
virtual int getWidth() {
int getWidth() override {
return tex->getWidth();
}
virtual int getHeight() {
int getHeight() override {
return tex->getHeight();
}