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https://github.com/libretro/scummvm.git
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4eda234611
This needs additional cleanup, but compiles and runs at this point.
74 lines
2.5 KiB
C++
74 lines
2.5 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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BFRAME_H
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#define WINTERMUTE_BFRAME_H
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#include "engines/wintermute/base/base_scriptable.h"
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#include "engines/wintermute/coll_templ.h"
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namespace WinterMute {
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class BaseSound;
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class BaseSubFrame;
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class BaseObject;
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class ScScript;
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class ScStack;
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class BaseFrame: public BaseScriptable {
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public:
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bool _killSound;
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bool _keyframe;
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bool oneTimeDisplay(BaseObject *owner, bool muted = false);
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DECLARE_PERSISTENT(BaseFrame, BaseScriptable)
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BaseSound *_sound;
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bool _editorExpanded;
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bool getBoundingRect(Rect32 *rect, int x, int y, float scaleX = 100, float scaleY = 100);
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bool saveAsText(BaseDynamicBuffer *buffer, int indent);
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int _moveY;
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int _moveX;
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uint32 _delay;
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BaseArray<BaseSubFrame *> _subframes;
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bool draw(int x, int y, BaseObject *registerOwner = NULL, float zoomX = 100, float zoomY = 100, bool precise = true, uint32 Alpha = 0xFFFFFFFF, bool allFrames = false, float rotate = 0.0f, TSpriteBlendMode blendMode = BLEND_NORMAL);
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bool loadBuffer(byte *buffer, int lifeTime, bool keepLoaded);
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BaseFrame(BaseGame *inGame);
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virtual ~BaseFrame();
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BaseArray<const char *> _applyEvent;
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// scripting interface
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virtual ScValue *scGetProperty(const char *name);
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virtual bool scSetProperty(const char *name, ScValue *value);
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virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
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virtual const char *scToString();
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};
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} // end of namespace WinterMute
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#endif
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