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https://github.com/libretro/scummvm.git
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1a9b30a9d3
Now that we have the code completely implemented inside the Sherlock engine, we don't need the TsAGE engine detecting the Logo anymore
81 lines
2.1 KiB
C++
81 lines
2.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifdef TSAGE_SHERLOCK_ENABLED
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#ifndef TSAGE_SHERLOCK_LOGO_H
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#define TSAGE_SHERLOCK_LOGO_H
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#include "common/scummsys.h"
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#include "tsage/events.h"
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#include "tsage/core.h"
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#include "tsage/scenes.h"
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#include "tsage/globals.h"
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#include "tsage/sound.h"
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namespace TsAGE {
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namespace Sherlock {
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using namespace TsAGE;
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class Object : public SceneObject {
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public:
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void setVisage(const Common::String &name);
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};
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class SherlockLogo: public Game {
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public:
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virtual void start();
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virtual Scene *createScene(int sceneNumber);
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virtual void quitGame();
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virtual void processEvent(Event &event);
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virtual bool canSaveGameStateCurrently();
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virtual bool canLoadGameStateCurrently();
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};
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class SherlockSceneHandler : public SceneHandler {
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public:
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virtual void postInit(SceneObjectList *OwnerList);
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};
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class SherlockLogoScene: public Scene {
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class Action1 : public Action {
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public:
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virtual void signal();
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};
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public:
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ScenePalette _palette1, _palette2, _palette3;
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Object _object1, _object2, _object3, _object4;
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Action1 _action1;
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GfxManager _gfxManager2;
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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void finish();
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};
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} // End of namespace Sherlock
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} // End of namespace TsAGE
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#endif
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#endif
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