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#include <stdint.h>
#include <string>
#include <vector>
#include "boost/shared_ptr.hpp"
#include "graphics.hpp"
#include "geometry.hpp"
#include "texture.hpp"
#include "variant.hpp"
class level;
//class which represents the background to a level.
class background
static void load_modified_backgrounds();
//gets a background associated with a given ID.
static boost::shared_ptr<background> get(const std::string& id, int palette_id);
//all available backgrounds.
static std::vector<std::string> get_available_backgrounds();
background(variant node, int palette);
const std::string& id() const { return id_; }
variant write() const;
void draw(int x, int y, const rect& area, const std::vector<rect>& opaque_areas, int rotation, int cycle) const;
void draw_foreground(double x, double y, int rotation, int cycle) const;
void set_offset(const point& offset);
void draw_layers(int x, int y, const rect& area, const std::vector<rect>& opaque_areas, int rotation, int cycle) const;
std::string id_, file_;
SDL_Color top_, bot_;
int width_, height_;
point offset_;
struct layer {
std::string image;
std::string image_formula;
mutable graphics::texture texture;
int xscale, yscale; //scales are how quickly the background scrolls compared to normal ground movement when the player
//walks around. They give us the illusion of 'depth'. 100 is normal ground, less=distant, more=closer
int xspeed; //speed is how fast (in millipixels/cycle) the bg moves on its own. It's for drifting clounds/rivers.
int xpad; //amount of empty space padding we put between
int scale; //a multiplier on the dimensions of the image. Usually unused.
int xoffset;
int yoffset;
GLfloat color[4];
boost::shared_ptr<SDL_Color> color_above, color_below;
GLenum mode; //Do we use the regular 'GL_FUNC_ADD' blend mode, or do we do something special? Examples:
//GL_MAX -> Max(src,dest) pixels, displays whichever's brighter. Useful for clouds.
//GL_MIN -> vice-versa, useful for spooky mist.
// Top and bottom edges of the background.
mutable int y1, y2;
//if true, this layer is actually drawn in the foreground.
bool foreground;
//if false we can disable blending while this is drawn
bool blend;
//if true prevents the image being tiled.
bool notile;
bool tile_upwards, tile_downwards;
void draw_layer(int x, int y, const rect& area, int rotation, const layer& bg, int cycle) const;
std::vector<layer> layers_;
int palette_;
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