This chunk type holds a number of paletted sprites that share a common color palette and lack z-buffers and alpha buffers. SPR# chunks can be either big-endian or little-endian, which must be determined by comparing the first two bytes to zero (since no version number uses more than two bytes).
Inheritance: IffChunk
        public UIHeadlineRenderer(VMRuntimeHeadline headline)
            : base(headline)
        {
            if (Sprites == null)
            {
                Sprites = new Files.Formats.IFF.IffFile(Content.Content.Get().GetPath("objectdata/globals/sprites.iff"));
                WhitePx = TextureGenerator.GetPxWhite(GameFacade.GraphicsDevice);
            }

            if (Headline.Operand.Group != VMSetBalloonHeadlineOperandGroup.Algorithmic)
                Sprite = Sprites.Get<SPR>((ushort)(GroupOffsets[(int)Headline.Operand.Group] + Headline.Index));

            if (Headline.Operand.Type != 255 && Headline.Operand.Type != 3)
                BGSprite = Sprites.Get<SPR>((ushort)(GroupOffsets[(int)VMSetBalloonHeadlineOperandGroup.Balloon] + Headline.Operand.Type));

            LastZoom = WorldZoom.Near;
            RecalculateTarget();
        }
Exemple #2
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 /// <summary>
 /// Constructs a new SPRFrame instance.
 /// </summary>
 /// <param name="parent">A SPR parent.</param>
 public SPRFrame(SPR parent)
 {
     this.Parent = parent;
 }
Exemple #3
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 /// <summary>
 /// Constructs a new SPRFrame instance.
 /// </summary>
 /// <param name="parent">A SPR parent.</param>
 public SPRFrame(SPR parent)
 {
     this.Parent = parent;
 }