Searched refs:spriteSlot (Results 1 – 12 of 12) sorted by relevance
236 SpriteSlot &spriteSlot = (*this)[i]; in drawBackground() local239 if (spriteSlot._flags >= IMG_STATIC) { in drawBackground()244 dirtyArea.setSpriteSlot(&spriteSlot); in drawBackground()246 if (spriteSlot._flags == IMG_DELTA) { in drawBackground()248 assert(spriteSlot._frameNumber > 0); in drawBackground()252 Common::Point pt = spriteSlot._position; in drawBackground()253 if (spriteSlot._scale != -1) { in drawBackground()259 if (spriteSlot._depth <= 1) { in drawBackground()295 SpriteSlot &spriteSlot = (*this)[i]; in drawSprites() local296 if (spriteSlot._flags >= IMG_STATIC) { in drawSprites()[all …]
197 void SequenceList::setSpriteSlot(int seqIndex, SpriteSlot &spriteSlot) { in setSpriteSlot() argument202 spriteSlot._flags = spriteSet.isBackground() ? IMG_DELTA : IMG_UPDATE; in setSpriteSlot()203 spriteSlot._seqIndex = seqIndex; in setSpriteSlot()204 spriteSlot._spritesIndex = timerEntry._spritesIndex; in setSpriteSlot()206 spriteSlot._depth = timerEntry._depth; in setSpriteSlot()207 spriteSlot._scale = timerEntry._scale; in setSpriteSlot()210 spriteSlot._position = timerEntry._position; in setSpriteSlot()213 spriteSlot._position = sprite->_offset; in setSpriteSlot()234 SpriteSlot &spriteSlot = scene._spriteSlots[slotIndex]; in loadSprites() local235 setSpriteSlot(seqIndex, spriteSlot); in loadSprites()[all …]
72 void DirtyArea::setSpriteSlot(const SpriteSlot *spriteSlot) { in setSpriteSlot() argument76 if (spriteSlot->_flags == IMG_REFRESH) { in setSpriteSlot()84 _bounds.left = spriteSlot->_position.x - scene._posAdjust.x; in setSpriteSlot()85 _bounds.top = spriteSlot->_position.y - scene._posAdjust.y; in setSpriteSlot()87 SpriteAsset &spriteSet = *scene._sprites[spriteSlot->_spritesIndex]; in setSpriteSlot()88 MSprite *frame = spriteSet.getFrame(ABS(spriteSlot->_frameNumber) - 1); in setSpriteSlot()90 if (spriteSlot->_scale == -1) { in setSpriteSlot()94 width = frame->w * spriteSlot->_scale / 100; in setSpriteSlot()95 height = frame->h * spriteSlot->_scale / 100; in setSpriteSlot()
107 void setSpriteSlot(int seqIndex, SpriteSlot &spriteSlot);
85 void setSpriteSlot(const SpriteSlot *spriteSlot);
845 SpriteSlot &spriteSlot = scene._spriteSlots[scene._spriteSlots.add()]; in setFrame() local846 spriteSlot._flags = IMG_UPDATE; in setFrame()847 spriteSlot._seqIndex = 1; in setFrame()848 spriteSlot._spritesIndex = _menuSpritesIndex; in setFrame()849 spriteSlot._frameNumber = frameNumber; in setFrame()850 spriteSlot._position = frame->_offset; in setFrame()851 spriteSlot._depth = depth; in setFrame()852 spriteSlot._scale = 100; in setFrame()