/* 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_PARAMS_H #define WINTERMUTE_3D_EFFECT_PARAMS_H #include "engines/wintermute/base/base_game.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// class Effect3DParams { public: ////////////////////////////////////////////////////////////////////////// class Effect3DParam { public: enum ParamType { EP_UNKNOWN, EP_STRING, EP_FLOAT, EP_INT, EP_BOOL, EP_VECTOR }; Effect3DParam(); Effect3DParam(const char *paramName); ~Effect3DParam(); void setValue(char *val); void setValue(int val); void setValue(float val); void setValue(bool val); void setValue(DXVector4 val); const char *getParamName() const { return _paramName; } bool persist(BasePersistenceManager *persistMgr); private: void setDefaultValues(); ParamType _type; char * _paramName; bool _initialized; char *_valString; int32 _valInt; float _valFloat; DXVector4 _valVector; bool _valBool; }; ////////////////////////////////////////////////////////////////////////// Effect3DParams(); ~Effect3DParams(); bool persist(BasePersistenceManager *persistMgr); void clear(); void setParam(const char *paramName, ScValue *val); void setParam(const char *paramName, DXVector4 Val); private: Effect3DParam *getParamByName(const char *paramName); BaseArray _params; }; } // namespace Wintermute #endif