// // Copyright 2020 Electronic Arts Inc. // // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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. // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection /* $Header: /CounterStrike/SURFACE.H 1 3/03/97 10:25a Joe_bostic $ */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : Command & Conquer * * * * File Name : SURFACE.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 09/08/96 * * * * Last Update : September 8, 1996 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef SURFACE_H #define SURFACE_H #include "buff.h" #include "rect.h" /* ** This class is used to represent an arbitrary rectangle in a graphic memory space. Typically, ** this represents what could be called a graphic buffer or even a portion of a graphic buffer. ** It can also represent a piece of artwork (such as a shape image) to be used to construct a ** display image. This wide range of use is possible, because this class is a very minimal ** representation of the graphic data. It holds only the information is absolutely needs and ** has the minimum member functions possible. */ class Surface { public: Surface(void) : Width(0), Height(0), Pitch(0) {} Surface(int w, int h, Buffer const * buffer=NULL, int pitch=0); Surface(Surface const & surface, int x, int y, int w, int h); virtual ~Surface(void) {} /* ** Basic manipulation routines for copying entire surfaces or ** a sub-region. */ void Copy_To(Rect const & fromrect, Surface & tosurface, Rect const & torect) const; void Copy_To(Rect const & fromrect, Buffer & tobuffer) const; /* ** Convenience routines that make presumptions on what is desired so that a ** minimum of parameters can be specified. These routine ultimately map to the ** basic copy routines. */ void Copy_To(Buffer & buffer, int x=0, int y=0, int w=-1, int h=-1) const; void Copy_From(Buffer const & buffer, int x=0, int y=0, int w=-1, int h=-1); /* ** Basic query functions. Support routines that will manipulate the underlying ** image data will require access to this information. */ void * Get_Buffer(void) const {return(SurfaceData.Get_Buffer());} int Get_Size(void) const {return(Bytes_Per_Line() * Height);} int Get_Width(void) const {return(Width);} int Get_Height(void) const {return(Height);} int Get_Pitch(void) const {return(Pitch);} protected: int Bytes_Per_Line(void) const {return(Width+Pitch);} /* ** This is the pointer to the surface memory. Sometimes this could be allocated memory ** managed by this class but more likely, it is memory that is merely referred to by ** this class. */ Buffer SurfaceData; /* ** This is the width (columns) of the surface (in pixels). */ int Width; /* ** This ithe height (rows) of the surface (in pixels). */ int Height; /* ** This is the modulus of the surface underlying memory 'display surface' width ** divided by this surface's width. For a surface that is full width, this value ** will be 0. This value will be non-zero if this surface is referring to a ** sub-region within another surface. */ int Pitch; }; #endif