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76 lines
2.1 KiB
C++
76 lines
2.1 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 GOB_MINIGAMES_GEISHA_MOUTH_H
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#define GOB_MINIGAMES_GEISHA_MOUTH_H
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#include "gob/aniobject.h"
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namespace Gob {
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namespace Geisha {
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/** A kissing/biting mouth in Geisha's "Penetration" minigame. */
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class Mouth : public ANIObject {
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public:
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Mouth(const ANIFile &ani, const CMPFile &cmp,
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uint16 mouthAnim, uint16 mouthSprite, uint16 floorSprite);
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~Mouth();
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/** Advance the animation to the next frame. */
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void advance();
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/** Active the mouth's animation. */
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void activate();
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/** Is the mouth deactivated? */
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bool isDeactivated() const;
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/** Set the current position. */
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void setPosition(int16 x, int16 y);
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/** Draw the current frame onto the surface and return the affected rectangle. */
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bool draw(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom);
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/** Draw the current frame from the surface and return the affected rectangle. */
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bool clear(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom);
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private:
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static const int kFloorCount = 2;
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enum State {
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kStateDeactivated,
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kStateActivated,
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kStateDead
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};
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ANIObject *_sprite;
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ANIObject *_floor[kFloorCount];
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State _state;
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};
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} // End of namespace Geisha
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} // End of namespace Gob
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#endif // GOB_MINIGAMES_GEISHA_MOUTH_H
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