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engines/wintermute/ad/ad_sprite_set.h
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52
engines/wintermute/ad/ad_sprite_set.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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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_ADSPRITESET_H
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#define WINTERMUTE_ADSPRITESET_H
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#include "engines/wintermute/base/base_object.h"
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namespace Wintermute {
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class BaseSprite;
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class AdSpriteSet : public BaseObject {
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public:
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bool containsSprite(BaseSprite *sprite);
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bool saveAsText(BaseDynamicBuffer *buffer, int indent = 0) override;
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BaseSprite *getSprite(TDirection direction);
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DECLARE_PERSISTENT(AdSpriteSet, BaseObject)
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BaseObject *_owner;
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AdSpriteSet(BaseGame *inGame, BaseObject *owner = nullptr);
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~AdSpriteSet() override;
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bool loadFile(const char *filename, int lifeTime = -1, TSpriteCacheType cacheType = CACHE_ALL);
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bool loadBuffer(char *buffer, bool complete = true, int lifeTime = -1, TSpriteCacheType cacheType = CACHE_ALL);
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BaseSprite *_sprites[NUM_DIRECTIONS];
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};
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} // End of namespace Wintermute
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#endif
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