scummvm/engines/wintermute/ad/ad_node_state.h
2021-12-26 18:48:43 +01:00

60 lines
1.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_ADNODESTATE_H
#define WINTERMUTE_ADNODESTATE_H
namespace Wintermute {
class AdEntity;
class AdNodeState : public BaseClass {
public:
bool _active;
bool transferEntity(AdEntity *entity, bool includingSprites, bool saving);
void setName(const char *name);
void setFilename(const char *filename);
void setCursor(const char *filename);
DECLARE_PERSISTENT(AdNodeState, BaseClass)
AdNodeState(BaseGame *inGame);
~AdNodeState() override;
const char *getName() const { return _name; }
private:
char *_name;
char *_caption[7];
void setCaption(const char *caption, int caseVal);
const char *getCaption(int caseVal);
uint32 _alphaColor;
char *_filename;
char *_cursor;
};
} // End of namespace Wintermute
#endif