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![Joel Teichroeb](/assets/img/avatar_default.png)
Also, an initial split-off for EMI from the costume-class, now uses it as a base class. (somaen)
62 lines
1.7 KiB
C++
62 lines
1.7 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM 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 library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library 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 GNU
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* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; 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 GRIM_COSTUMEEMI_H
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#define GRIM_COSTUMEEMI_H
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#include "common/stream.h"
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#include "engines/grim/object.h"
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#include "engines/grim/costume.h"
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namespace Grim {
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typedef uint32 tag32;
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class EMISkelComponent;
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class EMIMeshComponent;
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class EMICostume : public Costume {
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public:
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EMICostume(const Common::String &filename, Costume *prevCost);
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void load(Common::SeekableReadStream *data);
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int update(uint frameTime);
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void draw();
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void saveState(SaveGame *state) const;
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bool restoreState(SaveGame *state);
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public:
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EMISkelComponent *_emiSkel;
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EMIMeshComponent *_emiMesh;
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private:
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Component *loadComponent(Component *parent, int parentID, const char *name, Component *prevComponent);
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friend class Chore;
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};
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} // end of namespace Grim
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#endif
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