scummvm/engines/grim/costume/component.h
2021-12-26 21:19:38 +01:00

84 lines
2.3 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef GRIM_COMPONENT_H
#define GRIM_COMPONENT_H
#include "math/matrix4.h"
#include "engines/grim/object.h"
#include "engines/grim/animation.h"
namespace Grim {
typedef uint32 tag32;
class Costume;
class CMap;
class SaveGame;
class Component {
public:
Component(Component *parent, int parentID, const char *name, tag32 tag);
CMap *getCMap();
virtual void setColormap(CMap *c);
bool isVisible();
Component *getParent() { return _parent; }
virtual void setMatrix(const Math::Matrix4 &) { };
virtual void init() { }
virtual void setKey(int) { }
virtual void setMapName(char *) { }
virtual int update(uint time) { return 0; }
virtual void animate() { }
virtual void draw() { }
virtual void reset() { }
virtual void fade(Animation::FadeMode, int) { }
virtual void advance(uint msecs) { }
virtual void setPaused(bool paused) { }
virtual void resetColormap() { }
virtual void saveState(SaveGame *) { }
virtual void restoreState(SaveGame *) { }
virtual ~Component();
bool isComponentType(char a0, char a1, char a2, char a3) { return _tag == MKTAG(a0, a1, a2, a3); }
protected:
ObjectPtr<CMap> _cmap, _previousCmap;
tag32 _tag;
int _parentID;
bool _visible;
Component *_parent, *_child, *_sibling;
Costume *_cost;
Common::String _name;
void setCostume(Costume *cost) { _cost = cost; }
void setParent(Component *newParent);
void removeChild(Component *child);
void resetHierCMap();
friend class Costume;
friend class EMICostume;
};
} // end of namespace Grim
#endif