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