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58 lines
2.4 KiB
C++
Executable File
58 lines
2.4 KiB
C++
Executable File
// -----------------------------------------------------------------------------
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// This file is part of Broken Sword 2.5
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// Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdörfer
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//
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// Broken Sword 2.5 is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Broken Sword 2.5 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 Broken Sword 2.5; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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// System Includes
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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// Engine Includes
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// -----------------------------------------------------------------------------
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#include "sword25/kernel/common.h"
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#include "sword25/gfx/renderobject.h"
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// -----------------------------------------------------------------------------
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// Forward Declarations
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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// Class Definition
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// -----------------------------------------------------------------------------
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/**
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@brief
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*/
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class BS_TimedRenderObject : public BS_RenderObject
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{
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public:
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BS_TimedRenderObject(BS_RenderObjectPtr<BS_RenderObject> pParent, TYPES Type, unsigned int Handle = 0);
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~BS_TimedRenderObject();
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/**
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@brief Teilt dem Objekt mit, dass ein neuer Frame begonnen wird.
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Diese Methode wird jeden Frame an jedem BS_TimedRenderObject aufgerufen um diesen zu ermöglichen
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ihren Zustand Zeitabhängig zu verändern (z.B. Animationen).<br>
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@param int TimeElapsed gibt an wie viel Zeit (in Microsekunden) seit dem letzten Frame vergangen ist.
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*/
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virtual void FrameNotification(int TimeElapsed) = 0;
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};
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