/* 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 ULTIMA8_GFX_MOUSESHAPEARCHIVE_H #define ULTIMA8_GFX_MOUSESHAPEARCHIVE_H #include "ultima/ultima8/gfx/shape_archive.h" namespace Ultima { namespace Ultima8 { // Fake archive class for mouse shape in the shape viewer // TODO - consider using this in GameData and owning the shape class MouseShapeArchive : public ShapeArchive { public: MouseShapeArchive(uint16 id, Palette *pal = 0, const ConvertShapeFormat *format = 0) : ShapeArchive(id, pal, format) {} MouseShapeArchive(Shape *shape, uint16 id, Palette *pal = 0, const ConvertShapeFormat *format = 0) : ShapeArchive(id, pal, format) { _shapes.push_back(shape); _count = 1; } ~MouseShapeArchive() override { _shapes.clear(); } void cache(uint32 shapenum) override {} void uncache(uint32 shapenum) override {} bool isCached(uint32 shapenum) const override { return true; } }; } // End of namespace Ultima8 } // End of namespace Ultima #endif