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This class encases actions that happen over time (timer, animations, etc) Each frame, the engine calls process() on each active ActionNode
59 lines
1.8 KiB
C++
59 lines
1.8 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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#ifndef ZVISION_ACTION_NODE_H
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#define ZVISION_ACTION_NODE_H
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#include "common/types.h"
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namespace ZVision {
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class ZVision;
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class ActionNode {
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public:
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virtual ~ActionNode() {}
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virtual bool process(ZVision *engine, uint32 deltaTimeInMillis);
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};
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class NodeTimer : public ActionNode {
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public:
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NodeTimer(uint32 key, uint32 timeInSeconds);
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/**
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* Decrement the timer by the delta time. If the timer is finished, set the status
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* in _globalState and let this node be deleted
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*
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* @param engine Pointer to the ZVision instance
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* @param deltaTimeInMillis Amount of time that has passed since the last frame
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* @return Node should be deleted after this (true) or kept (false)
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*/
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bool process(ZVision *engine, uint32 deltaTimeInMillis);
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private:
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uint32 _key;
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uint32 _timeLeft;
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};
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} // End of namespace ZVision
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#endif
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