Files
scummvm/engines/ags/engine/ac/global_dynamic_sprite.cpp
T
Walter Agazzi 3078b207d3 AGS: Engine: refactor around add_dynamic_sprite()
* separate variant of add_dynamic_sprite() that searches for the free slot itself,
not requiring user to do this;
* the previously existing variant is used for: replacing modified dynamic sprite
and restoring sprites from save.
* add_dynamic_sprite() accepts unique_ptr<Bitmap>, explicitly saying that the
ownership will be taken by the spriteset.
* sprite info and SPF_* flags are set inside spriteset, instead of hacking them in
add_dynamic_sprite().
* simplified LoadSaveSlotScreenshot()

From upstream 0913f49e4212fea3a48539251ffc1ab92518a231
and aca47b9f466fe41d73d99a15b9f0ae41e65c6926
+ minor changes
2024-10-30 18:07:42 +02:00

66 lines
2.0 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/>.
*
*/
#include "ags/engine/ac/global_dynamic_sprite.h"
#include "ags/engine/ac/asset_helper.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/dynamic_sprite.h"
#include "ags/engine/ac/path_helper.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
int LoadImageFile(const char *filename) {
if (!_GP(spriteset).HasFreeSlots())
return 0;
ResolvedPath rp;
if (!ResolveScriptPath(filename, true, rp))
return 0;
Bitmap *loadedFile;
if (rp.AssetMgr) {
PACKFILE *pf = PackfileFromAsset(AssetPath(rp.FullPath, "*"));
if (!pf)
return 0;
loadedFile = BitmapHelper::LoadFromFile(pf);
} else {
loadedFile = BitmapHelper::LoadFromFile(rp.FullPath);
if (!loadedFile && !rp.AltPath.IsEmpty() && rp.AltPath.Compare(rp.FullPath) != 0)
loadedFile = BitmapHelper::LoadFromFile(rp.AltPath);
}
if (!loadedFile)
return 0;
std::unique_ptr<Bitmap> image(loadedFile);
if (!image)
return 0;
return add_dynamic_sprite(std::unique_ptr<Bitmap>(PrepareSpriteForUse(image.release(), false)));
}
} // namespace AGS3