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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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_ADTALKDEF_H
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#define WINTERMUTE_ADTALKDEF_H
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#include "engines/wintermute/coll_templ.h"
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#include "engines/wintermute/base/base_object.h"
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namespace Wintermute {
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class AdTalkNode;
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class AdSpriteSet;
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class AdTalkDef : public BaseObject {
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public:
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char *_defaultSpriteSetFilename;
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AdSpriteSet *_defaultSpriteSet;
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BaseSprite *getDefaultSprite(TDirection Dir);
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bool loadDefaultSprite();
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DECLARE_PERSISTENT(AdTalkDef, BaseObject)
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AdTalkDef(BaseGame *inGame);
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virtual ~AdTalkDef();
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bool loadFile(const char *filename);
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bool loadBuffer(char *buffer, bool complete = true);
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BaseArray<AdTalkNode *> _nodes;
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char *_defaultSpriteFilename;
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BaseSprite *_defaultSprite;
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virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent = 0) override;
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};
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} // End of namespace Wintermute
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#endif
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