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add321c930
SmackerPlayer now creates a surface in the constructor and deletes it in the destructor. There will be only this surface during the lifetime of the player, so there shouldn't be any issues any more when the player is reused for different Smacker files. This is imo nicer than to remove/add the surface. I kept the several openSmacker since it wraps some code which is nice.
61 lines
2.1 KiB
C++
61 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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* 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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* 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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#ifndef NEVERHOOD_NAVIGATIONSCENE_H
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#define NEVERHOOD_NAVIGATIONSCENE_H
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#include "neverhood/neverhood.h"
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#include "neverhood/resourceman.h"
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#include "neverhood/scene.h"
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namespace Neverhood {
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class NavigationScene : public Scene {
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public:
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NavigationScene(NeverhoodEngine *vm, Module *parentModule, uint32 navigationListId, int navigationIndex, const byte *itemsTypes);
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virtual ~NavigationScene();
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int getNavigationAreaType();
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int getNavigationIndex() const { return _navigationIndex; }
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bool isWalkingForward() const { return _isWalkingForward; }
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bool isTurning() const { return _isTurning; }
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int getFrameNumber() const { return _smackerPlayer->getFrameNumber(); }
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protected:
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SmackerPlayer *_smackerPlayer;
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bool _smackerDone;
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NavigationList *_navigationList;
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int _navigationIndex;
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uint32 _smackerFileHash;
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bool _interactive;
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bool _isWalkingForward;
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bool _isTurning;
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bool _leaveSceneAfter;
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const byte *_itemsTypes;
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void update();
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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void createMouseCursor();
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void handleNavigation(const NPoint &mousePos);
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};
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} // End of namespace Neverhood
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#endif /* NEVERHOOD_NAVIGATIONSCENE_H */
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