scummvm/engines/wintermute/base/base_object.h
2013-01-26 17:36:20 +01:00

148 lines
3.9 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BASE_OBJECT_H
#define WINTERMUTE_BASE_OBJECT_H
#include "engines/wintermute/base/base_script_holder.h"
#include "engines/wintermute/persistent.h"
#include "common/events.h"
namespace Wintermute {
class BaseSprite;
class BaseSound;
class BaseSurface;
class BaseScriptHolder;
class ScValue;
class ScStack;
class ScScript;
class BaseObject : public BaseScriptHolder {
protected:
bool _autoSoundPanning;
uint32 _sFXStart;
bool setSFXTime(uint32 time);
bool setSFXVolume(int volume);
bool resumeSFX();
bool pauseSFX();
bool stopSFX(bool deleteSound = true);
bool playSFX(const char *filename, bool looping = false, bool playNow = true, const char *eventName = nullptr, uint32 loopStart = 0);
BaseSound *_sFX;
TSFXType _sFXType;
float _sFXParam1;
float _sFXParam2;
float _sFXParam3;
float _sFXParam4;
float _relativeRotate;
bool _rotateValid;
float _rotate;
void setSoundEvent(const char *eventName);
bool _rotatable;
float _scaleX;
float _scaleY;
float _relativeScale;
bool _editorSelected;
bool _editorAlwaysRegister;
bool _ready;
Rect32 _rect;
bool _rectSet;
int _iD;
char *_soundEvent;
public:
TSpriteBlendMode _blendMode;
virtual bool afterMove();
float _scale;
uint32 _alphaColor;
virtual bool isReady();
virtual bool getExtendedFlag(const char *flagName);
virtual bool resetSoundPan();
virtual bool updateSounds();
bool updateOneSound(BaseSound *sound);
int _sFXVolume;
virtual bool handleMouseWheel(int delta);
virtual bool handleMouse(TMouseEvent event, TMouseButton button);
virtual bool handleKeypress(Common::Event *event, bool printable = false);
virtual int getHeight();
bool setCursor(const char *filename);
bool setActiveCursor(const char *filename);
bool cleanup();
const char *getCaption(int caseVal = 1);
void setCaption(const char *caption, int caseVal = 1);
bool _editorOnly;
bool _is3D;
DECLARE_PERSISTENT(BaseObject, BaseScriptHolder)
virtual bool showCursor();
BaseSprite *_cursor;
bool _sharedCursors;
BaseSprite *_activeCursor;
virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent);
virtual bool listen(BaseScriptHolder *param1, uint32 param2);
bool _movable;
bool _zoomable;
bool _shadowable;
int32 _posY;
int32 _posX;
bool _registrable;
char *_caption[7];
bool _saveState;
BaseObject(BaseGame *inGame);
virtual ~BaseObject();
// base
virtual bool update() {
return STATUS_FAILED;
};
virtual bool display() {
return STATUS_FAILED;
};
virtual bool invalidateDeviceObjects() {
return STATUS_OK;
};
virtual bool restoreDeviceObjects() {
return STATUS_OK;
};
bool _nonIntMouseEvents;
public:
// scripting interface
virtual ScValue *scGetProperty(const Common::String &name);
virtual bool scSetProperty(const char *name, ScValue *value);
virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
virtual const char *scToString();
};
} // end of namespace Wintermute
#endif