scummvm/engines/grim/emi/costumeemi.h
Joel Teichroeb 1226e45ac3 EMI: Initial work on getting costumes to draw animations.
Also, an initial split-off for EMI from the costume-class,
now uses it as a base class. (somaen)
2012-02-02 22:01:09 +01:00

62 lines
1.7 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#ifndef GRIM_COSTUMEEMI_H
#define GRIM_COSTUMEEMI_H
#include "common/stream.h"
#include "engines/grim/object.h"
#include "engines/grim/costume.h"
namespace Grim {
typedef uint32 tag32;
class EMISkelComponent;
class EMIMeshComponent;
class EMICostume : public Costume {
public:
EMICostume(const Common::String &filename, Costume *prevCost);
void load(Common::SeekableReadStream *data);
int update(uint frameTime);
void draw();
void saveState(SaveGame *state) const;
bool restoreState(SaveGame *state);
public:
EMISkelComponent *_emiSkel;
EMIMeshComponent *_emiMesh;
private:
Component *loadComponent(Component *parent, int parentID, const char *name, Component *prevComponent);
friend class Chore;
};
} // end of namespace Grim
#endif