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54 lines
1.7 KiB
C++
54 lines
1.7 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_ADSCENESTATE_H
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#define WINTERMUTE_ADSCENESTATE_H
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#include "engines/wintermute/persistent.h"
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#include "engines/wintermute/base/base.h"
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#include "engines/wintermute/coll_templ.h"
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namespace Wintermute {
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class AdNodeState;
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class AdSceneState : public BaseClass {
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public:
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AdNodeState *getNodeState(const char *name, bool saving);
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void setFilename(const char *filename);
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const char *getFilename() const;
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DECLARE_PERSISTENT(AdSceneState, BaseClass)
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AdSceneState(BaseGame *inGame);
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virtual ~AdSceneState();
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private:
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char *_filename;
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BaseArray<AdNodeState *> _nodeStates;
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};
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} // end of namespace Wintermute
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#endif
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