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engines/hpl1/engine/scene/Light2D.h
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64
engines/hpl1/engine/scene/Light2D.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_LIGHT2D_H
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#define HPL_LIGHT2D_H
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#include "common/list.h"
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/scene/Entity2D.h"
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#include "hpl1/engine/scene/Light.h"
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namespace hpl {
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class iLowLevelGraphics;
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class iLight2D : public iEntity2D, public iLight {
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public:
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iLight2D(tString asName);
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virtual ~iLight2D() {}
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tString GetEntityType() { return "iLight2D"; }
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void UpdateLogic(float afTimeStep);
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void SetFarAttenuation(float afX);
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void SetNearAttenuation(float afX);
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cVector3f GetLightPosition();
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virtual int Render(iLowLevelGraphics *apLowLevel, int alFirstIndex) = 0;
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protected:
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};
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typedef Common::List<iLight2D *> tLightList;
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typedef tLightList::iterator tLightListIt;
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} // namespace hpl
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#endif // HPL_LIGHT2D_H
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