/* 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 . * */ /* * This file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #ifndef WINTERMUTE_3D_EFFECT_H #define WINTERMUTE_3D_EFFECT_H #include "engines/wintermute/base/base_named_object.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// class Effect3D : public BaseClass { public: Effect3D(BaseGame *inGame); ~Effect3D(); bool createFromFile(const char *filename); uint32 getEffectHash() { return _effectHash; } bool invalidateDeviceObjects(); bool restoreDeviceObjects(); const char *getFileName() { return _filename; } private: char *_filename; uint32 _effectHash; }; } // namespace Wintermute #endif