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139
engines/hpl1/engine/gui/GuiGfxElement.h
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139
engines/hpl1/engine/gui/GuiGfxElement.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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_GUI_GFX_ELEMENT_H
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#define HPL_GUI_GFX_ELEMENT_H
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#include "hpl1/engine/gui/GuiTypes.h"
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namespace hpl {
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class iGuiMaterial;
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class iTexture;
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class cResourceImage;
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class cGui;
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#define kMaxGuiTextures (4)
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//------------------------------------------
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enum eGuiGfxAnimationType {
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eGuiGfxAnimationType_Loop,
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eGuiGfxAnimationType_StopAtEnd,
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eGuiGfxAnimationType_Oscillate,
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eGuiGfxAnimationType_Random,
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eGuiGfxAnimationType_LastEnum
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};
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class cGuiGfxAnimation {
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friend class cGuiGfxElement;
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public:
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cGuiGfxAnimation() : mfFrameLength(1), mType(eGuiGfxAnimationType_Loop) {}
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void AddFrame(int alNum);
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void SetType(eGuiGfxAnimationType aType);
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void SetFrameLength(float afLength);
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private:
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tString msName;
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Common::Array<int> mvFrames;
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float mfFrameLength;
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eGuiGfxAnimationType mType;
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};
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//------------------------------------------
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class cGuiGfxElement {
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friend class cGuiSet;
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friend class cGuiRenderObjectCompare;
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public:
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cGuiGfxElement(cGui *apGui);
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~cGuiGfxElement();
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void Update(float afTimeStep);
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void AddImage(cResourceImage *apImage);
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void AddTexture(iTexture *apTexture);
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void AddImageToBuffer(cResourceImage *apImage);
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void SetOffset(const cVector3f &avOffset) { mvOffset = avOffset; }
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const cVector3f &GetOffset() const { return mvOffset; }
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void SetActiveSize(const cVector2f &avSize) { mvActiveSize = avSize; }
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const cVector2f &GetActiveSize() { return mvActiveSize; }
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cGuiGfxAnimation *CreateAnimtion(const tString &asName);
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void PlayAnimation(int alNum);
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cGuiGfxAnimation *GetAnimation(int alIdx) { return mvAnimations[alIdx]; }
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void SetAnimationTime(float afTime);
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void SetAnimationPaused(bool abX) { mbAnimationPaused = abX; }
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bool GSetAnimationPaused() { return mbAnimationPaused; }
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void SetMaterial(iGuiMaterial *apMat);
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void SetColor(const cColor &aColor);
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cVector2f GetImageSize();
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void Flush();
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private:
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void SetImage(cResourceImage *apImage, int alNum);
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cVector2f mvImageSize;
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cGui *mpGui;
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tVertexVec mvVtx;
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cVector3f mvOffset;
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cVector2f mvActiveSize;
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iGuiMaterial *mpMaterial;
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iTexture *mvTextures[kMaxGuiTextures];
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cResourceImage *mvImages[kMaxGuiTextures];
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Common::Array<cResourceImage *> mvImageBufferVec;
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Common::Array<cGuiGfxAnimation *> mvAnimations;
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int mlCurrentAnimation;
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float mfCurrentFrame;
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int mlActiveImage;
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bool mbForwardAnim;
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bool mbAnimationPaused;
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int mlTextureNum;
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bool mbFlushed;
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};
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} // namespace hpl
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#endif // HPL_GUI_GFX_ELEMENT_H
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