/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef GRIM_COMPONENT_H #define GRIM_COMPONENT_H #include "math/matrix4.h" #include "engines/grim/object.h" #include "engines/grim/animation.h" namespace Grim { typedef uint32 tag32; class Costume; class CMap; class SaveGame; class Component { public: Component(Component *parent, int parentID, const char *name, tag32 tag); CMap *getCMap(); virtual void setColormap(CMap *c); bool isVisible(); Component *getParent() { return _parent; } virtual void setMatrix(const Math::Matrix4 &) { }; virtual void init() { } virtual void setKey(int) { } virtual void setMapName(char *) { } virtual int update(uint time) { return 0; } virtual void animate() { } virtual void draw() { } virtual void reset() { } virtual void fade(Animation::FadeMode, int) { } virtual void advance(uint msecs) { } virtual void setPaused(bool paused) { } virtual void resetColormap() { } virtual void saveState(SaveGame *) { } virtual void restoreState(SaveGame *) { } virtual ~Component(); bool isComponentType(char a0, char a1, char a2, char a3) { return _tag == MKTAG(a0, a1, a2, a3); } protected: ObjectPtr _cmap, _previousCmap; tag32 _tag; int _parentID; bool _visible; Component *_parent, *_child, *_sibling; Costume *_cost; Common::String _name; void setCostume(Costume *cost) { _cost = cost; } void setParent(Component *newParent); void removeChild(Component *child); void resetHierCMap(); friend class Costume; friend class EMICostume; }; } // end of namespace Grim #endif