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engines/tetraedge/te/te_scene_warp.h
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105
engines/tetraedge/te/te_scene_warp.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 TETRAEDGE_TE_TE_SCENE_WARP_H
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#define TETRAEDGE_TE_TE_SCENE_WARP_H
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#include "tetraedge/te/te_camera.h"
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#include "tetraedge/te/te_warp.h"
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#include "tetraedge/te/te_warp_bloc.h"
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namespace Tetraedge {
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class TePickMesh;
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class TeSceneWarp {
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friend class TeSceneWarpXmlParser;
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public:
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class Animation {
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public:
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Animation() : _fps(0) {}
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Common::String _name;
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float _fps;
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};
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class Exit {
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public:
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Exit() : _nbWarpBlock(0), _markerId(0), _camAngleX(0.0f), _camAngleY(0.0f) {}
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Common::String _name;
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Common::String _linkedWarp;
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unsigned long _markerId;
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int _nbWarpBlock;
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float _camAngleX;
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float _camAngleY;
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Common::List<TeWarpBloc> _warpBlocs;
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Common::List<Common::String> _strList;
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};
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class Object {
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public:
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Object() : _markerId(0) {}
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Common::String _name;
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Common::String _str2;
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unsigned long _markerId;
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Common::List<Common::String> _strList;
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};
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class WarpEvent {
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public:
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Common::String _name;
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Common::List<Common::String> _strList;
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};
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TeSceneWarp();
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~TeSceneWarp();
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//void activeMarker(const Common::String &s1, const Common::String &s2) // unused
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//Common::String addMarkerToAnimation(const Common::String &animName); // unused
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void close();
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//void createExit(); // unused
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const Animation *getAnimation(const Common::String &name);
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const Exit *getExit(const Common::String &linkedWarp);
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const Object *getObject(const Common::String &name);
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const WarpEvent *getWarpEvent(const Common::String &name); // TODO: what's the right return type?
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bool load(const Common::Path &name, TeWarp *warp, bool flag);
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//void moveIndicator(const Common::String &, const Common::String &, const TeVector2s32 &)); // unused
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//void popBlockToExit(const Common::String &name, TePickMesh *mesh); // unused
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//void pushBlockToExit(const Common::String &name, TePickMesh *mesh); // unused
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//void removeExit(const Common::String &name); // unused
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void render(const TeCamera &cam1, const TeCamera &cam2, const Common::String &str1, const Common::String &str2);
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//void save(); // unused
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void addObject(const Object &obj) { _objects.push_back(obj); }
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void addExit(const Exit &exit) { _exits.push_back(exit); }
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void addAnimation(const Animation &anim) { _animations.push_back(anim); }
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void addWarpEvent(const WarpEvent &event) { _warpEvents.push_back(event); }
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private:
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Common::List<Object> _objects;
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Common::List<Exit> _exits;
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Common::List<Animation> _animations;
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Common::List<WarpEvent> _warpEvents;
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Common::Path _name;
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TeWarp *_warp;
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int _numExitsCreated;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_TE_TE_SCENE_WARP_H
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