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engines/grim/costume/component.h
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84
engines/grim/costume/component.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GRIM_COMPONENT_H
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#define GRIM_COMPONENT_H
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#include "math/matrix4.h"
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#include "engines/grim/object.h"
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#include "engines/grim/animation.h"
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namespace Grim {
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typedef uint32 tag32;
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class Costume;
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class CMap;
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class SaveGame;
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class Component {
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public:
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Component(Component *parent, int parentID, const char *name, tag32 tag);
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CMap *getCMap();
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virtual void setColormap(CMap *c);
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bool isVisible();
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Component *getParent() { return _parent; }
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virtual void setMatrix(const Math::Matrix4 &) { };
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virtual void init() { }
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virtual void setKey(int) { }
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virtual void setMapName(char *) { }
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virtual int update(uint time) { return 0; }
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virtual void animate() { }
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virtual void draw() { }
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virtual void reset() { }
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virtual void fade(Animation::FadeMode, int) { }
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virtual void advance(uint msecs) { }
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virtual void setPaused(bool paused) { }
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virtual void resetColormap() { }
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virtual void saveState(SaveGame *) { }
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virtual void restoreState(SaveGame *) { }
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virtual ~Component();
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bool isComponentType(char a0, char a1, char a2, char a3) { return _tag == MKTAG(a0, a1, a2, a3); }
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protected:
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ObjectPtr<CMap> _cmap, _previousCmap;
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tag32 _tag;
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int _parentID;
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bool _visible;
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Component *_parent, *_child, *_sibling;
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Costume *_cost;
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Common::String _name;
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void setCostume(Costume *cost) { _cost = cost; }
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void setParent(Component *newParent);
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void removeChild(Component *child);
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void resetHierCMap();
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friend class Costume;
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friend class EMICostume;
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};
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} // end of namespace Grim
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#endif
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