scummvm/engines/wintermute/ad/ad_sprite_set.h
2012-09-04 22:17:23 +02:00

54 lines
1.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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 program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program 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 General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_ADSPRITESET_H
#define WINTERMUTE_ADSPRITESET_H
#include "engines/wintermute/base/base_object.h"
namespace Wintermute {
class BaseSprite;
class AdSpriteSet : public BaseObject {
public:
bool containsSprite(BaseSprite *sprite);
virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent = 0);
BaseSprite *getSprite(TDirection direction);
DECLARE_PERSISTENT(AdSpriteSet, BaseObject)
BaseObject *_owner;
AdSpriteSet(BaseGame *inGame, BaseObject *owner = NULL);
virtual ~AdSpriteSet();
bool loadFile(const char *filename, int lifeTime = -1, TSpriteCacheType cacheType = CACHE_ALL);
bool loadBuffer(byte *buffer, bool complete = true, int lifeTime = -1, TSpriteCacheType cacheType = CACHE_ALL);
BaseSprite *_sprites[NUM_DIRECTIONS];
};
} // end of namespace Wintermute
#endif