mirror of
https://github.com/libretro/scummvm.git
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182 lines
5.7 KiB
C++
182 lines
5.7 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_ADSCENE_H
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#define WINTERMUTE_ADSCENE_H
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#include "engines/wintermute/base/base_fader.h"
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namespace Wintermute {
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class UIWindow;
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class AdObject;
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class AdRegion;
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class BaseViewport;
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class AdLayer;
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class BasePoint;
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class AdWaypointGroup;
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class AdPath;
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class AdScaleLevel;
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class AdRotLevel;
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class AdPathPoint;
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class AdScene : public BaseObject {
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public:
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BaseObject *getNextAccessObject(BaseObject *currObject);
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BaseObject *getPrevAccessObject(BaseObject *currObject);
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bool getSceneObjects(BaseArray<AdObject *> &objects, bool interactiveOnly);
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bool getRegionObjects(AdRegion *region, BaseArray<AdObject *> &objects, bool interactiveOnly);
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bool afterLoad();
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bool getRegionsAt(int x, int y, AdRegion **regionList, int numRegions);
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bool handleItemAssociations(const char *itemName, bool show);
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UIWindow *_shieldWindow;
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float getRotationAt(int x, int y);
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bool loadState();
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bool saveState();
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bool _persistentState;
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bool _persistentStateSprites;
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BaseObject *getNodeByName(const char *name);
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void setOffset(int offsetLeft, int offsetTop);
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bool pointInViewport(int x, int y);
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int getOffsetTop();
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int getOffsetLeft();
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bool getViewportSize(int *width = NULL, int *height = NULL);
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bool getViewportOffset(int *offsetX = NULL, int *offsetY = NULL);
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BaseViewport *_viewport;
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BaseFader *_fader;
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int _pfPointsNum;
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void pfPointsAdd(int x, int y, int distance);
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void pfPointsStart();
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bool _initialized;
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bool correctTargetPoint(int startX, int startY, int *x, int *y, bool checkFreeObjects = false, BaseObject *requester = NULL);
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bool correctTargetPoint2(int startX, int startY, int *targetX, int *targetY, bool checkFreeObjects, BaseObject *requester);
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DECLARE_PERSISTENT(AdScene, BaseObject)
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bool displayRegionContent(AdRegion *region = NULL, bool display3DOnly = false);
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bool displayRegionContentOld(AdRegion *region = NULL);
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static int compareObjs(const void *obj1, const void *obj2);
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bool updateFreeObjects();
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bool traverseNodes(bool update = false);
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float getScaleAt(int y);
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bool sortScaleLevels();
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bool sortRotLevels();
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virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent);
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uint32 getAlphaAt(int x, int y, bool colorCheck = false);
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bool _paralaxScrolling;
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void skipTo(int offsetX, int offsetY);
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void setDefaults();
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void cleanup();
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void skipToObject(BaseObject *object);
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void scrollToObject(BaseObject *object);
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void scrollTo(int offsetX, int offsetY);
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virtual bool update();
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bool _autoScroll;
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int _targetOffsetTop;
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int _targetOffsetLeft;
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int _scrollPixelsV;
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uint32 _scrollTimeV;
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uint32 _lastTimeV;
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int _scrollPixelsH;
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uint32 _scrollTimeH;
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uint32 _lastTimeH;
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virtual bool display();
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uint32 _pfMaxTime;
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bool initLoop();
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void pathFinderStep();
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bool isBlockedAt(int x, int y, bool checkFreeObjects = false, BaseObject *requester = NULL);
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bool isWalkableAt(int x, int y, bool checkFreeObjects = false, BaseObject *requester = NULL);
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AdLayer *_mainLayer;
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float getZoomAt(int x, int y);
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bool getPath(BasePoint source, BasePoint target, AdPath *path, BaseObject *requester = NULL);
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AdScene(BaseGame *inGame);
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virtual ~AdScene();
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BaseArray<AdLayer *> _layers;
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BaseArray<AdObject *> _objects;
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BaseArray<AdWaypointGroup *> _waypointGroups;
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bool loadFile(const char *filename);
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bool loadBuffer(byte *buffer, bool complete = true);
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int _width;
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int _height;
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bool addObject(AdObject *Object);
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bool removeObject(AdObject *Object);
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int _editorMarginH;
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int _editorMarginV;
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uint32 _editorColFrame;
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uint32 _editorColEntity;
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uint32 _editorColRegion;
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uint32 _editorColBlocked;
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uint32 _editorColWaypoints;
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uint32 _editorColEntitySel;
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uint32 _editorColRegionSel;
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uint32 _editorColBlockedSel;
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uint32 _editorColWaypointsSel;
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uint32 _editorColScale;
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uint32 _editorColDecor;
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uint32 _editorColDecorSel;
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bool _editorShowRegions;
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bool _editorShowBlocked;
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bool _editorShowDecor;
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bool _editorShowEntities;
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bool _editorShowScale;
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BaseArray<AdScaleLevel *> _scaleLevels;
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BaseArray<AdRotLevel *> _rotLevels;
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virtual bool restoreDeviceObjects();
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int getPointsDist(BasePoint p1, BasePoint p2, BaseObject *requester = NULL);
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// scripting interface
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virtual ScValue *scGetProperty(const char *name);
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virtual bool scSetProperty(const char *name, ScValue *value);
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virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
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virtual const char *scToString();
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private:
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bool persistState(bool saving = true);
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void pfAddWaypointGroup(AdWaypointGroup *Wpt, BaseObject *requester = NULL);
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bool _pfReady;
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BasePoint *_pfTarget;
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AdPath *_pfTargetPath;
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BaseObject *_pfRequester;
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BaseArray<AdPathPoint *> _pfPath;
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int _offsetTop;
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int _offsetLeft;
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};
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} // end of namespace Wintermute
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#endif
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