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engines/hpl1/engine/scene/MultiImageEntity.h
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93
engines/hpl1/engine/scene/MultiImageEntity.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_MULTI_IMAGE_ENTITY_H
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#define HPL_MULTI_IMAGE_ENTITY_H
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#include "hpl1/engine/scene/ImageEntity.h"
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#include "common/stablemap.h"
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namespace hpl {
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class cScene;
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class cNode2D;
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class cMultiImagePart {
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public:
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tFlag mlId;
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int mlActiveEntity;
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tImageEntityVec mvEntity;
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unsigned int mlPrio;
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unsigned int mlNextAnimPrio;
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tString msNextAnim;
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bool mbSyncFrame;
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};
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typedef Common::StableMap<unsigned int, cMultiImagePart> tMultiImagePartMap;
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typedef tMultiImagePartMap::iterator tMultiImagePartMapIt;
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class cMultiImageEntity {
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public:
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cMultiImageEntity(class cScene *apScene, cNode2D *apNode);
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~cMultiImageEntity();
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bool Add(tString asName, tString asFile, cVector3f avLocalPos, tFlag alPartId);
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bool Add(tString asName, cImageEntity *apEntity, cVector3f avLocalPos, tFlag alPartId);
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void SetFlipH(bool abX);
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void SetAlpha(float afX);
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void Flash(float afX);
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void SetActive(bool abX);
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bool GetActive() { return mbActive; }
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bool PlayAnim(const tString &asName, tFlag alParts, unsigned int alPrio, bool abLoop = true, bool abSyncFrame = false);
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void UpdateAnim();
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void SetAnimPaused(bool abX);
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bool GetAnimPaused() { return mbAnimPaused; }
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cImageEntity *GetEntity(int alPartId);
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private:
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bool mbActive;
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float mfAlpha;
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bool mbAnimPaused;
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cScene *mpScene;
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cNode2D *mpNode;
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tMultiImagePartMap m_mapEntityParts;
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bool mbFlipH;
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};
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} // namespace hpl
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#endif // HPL_MULTI_IMAGE_ENTITY_H
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