forked from EasyRPG/Player
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathweather.h
79 lines (63 loc) · 1.9 KB
/
weather.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player 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.
*
* EasyRPG Player 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 EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef EP_WEATHER_H
#define EP_WEATHER_H
// Headers
#include <string>
#include "drawable.h"
#include "system.h"
#include "tone.h"
#include "rect.h"
/**
* Renders the weather effects.
*/
class Weather : public Drawable {
public:
Weather();
void Draw(Bitmap& dst) override;
void Update();
Tone GetTone() const;
void SetTone(Tone tone);
void OnWeatherChanged();
static int GetMaxNumParticles(int weather_type);
private:
void DrawRain(Bitmap& dst);
void DrawSnow(Bitmap& dst);
void DrawFog(Bitmap& dst);
void DrawSandstorm(Bitmap& dst);
void CreateRainParticle();
void CreateSnowParticle();
void CreateSandParticle();
void CreateFogOverlay();
void DrawParticles(Bitmap& dst, const Bitmap& particle, Rect rect, int abase, int tmax);
void DrawFogOverlay(Bitmap& dst, const Bitmap& overlay);
void DrawSandParticles(Bitmap& dst, const Bitmap& particle);
const Bitmap* ApplyToneEffect(const Bitmap& bitmap, Rect rect);
BitmapRef snow_bitmap;
BitmapRef rain_bitmap;
BitmapRef fog_bitmap;
BitmapRef sand_bitmap;
BitmapRef sand_particle_bitmap;
BitmapRef tone_bitmap;
BitmapRef weather_surface;
Tone tone_effect;
bool tone_dirty = true;
};
inline Tone Weather::GetTone() const {
return tone_effect;
}
#endif