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engines/wintermute/base/base_frame.h
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74
engines/wintermute/base/base_frame.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_BASE_FRAME_H
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#define WINTERMUTE_BASE_FRAME_H
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#include "engines/wintermute/base/base_scriptable.h"
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#include "engines/wintermute/coll_templ.h"
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#include "graphics/transform_struct.h"
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namespace Wintermute {
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class BaseSound;
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class BaseSubFrame;
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class BaseObject;
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class ScScript;
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class ScStack;
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class BaseFrame : public BaseScriptable {
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public:
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bool _killSound;
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bool _keyframe;
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bool oneTimeDisplay(BaseObject *owner, bool muted = false);
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DECLARE_PERSISTENT(BaseFrame, BaseScriptable)
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BaseSound *_sound;
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bool _editorExpanded;
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bool getBoundingRect(Common::Rect32 *rect, int x, int y, float scaleX = 100, float scaleY = 100);
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bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
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int32 _moveY;
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int32 _moveX;
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uint32 _delay;
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BaseArray<BaseSubFrame *> _subframes;
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bool draw(int x, int y, BaseObject *registerOwner = nullptr, float zoomX = 100, float zoomY = 100, bool precise = true, uint32 alpha = 0xFFFFFFFF, bool allFrames = false, float rotate = 0.0f, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL);
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bool loadBuffer(char *buffer, int lifeTime, bool keepLoaded);
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BaseFrame(BaseGame *inGame);
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~BaseFrame() override;
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BaseArray<const char *> _applyEvent;
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// scripting interface
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ScValue *scGetProperty(const char *name) override;
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bool scSetProperty(const char *name, ScValue *value) override;
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bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
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const char *scToString() override;
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Common::String debuggerToString() const override;
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};
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} // End of namespace Wintermute
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#endif
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