/* 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_XMATERIAL_H #define WINTERMUTE_XMATERIAL_H #include "engines/wintermute/base/base_named_object.h" #include "engines/wintermute/base/gfx/xskinmesh.h" namespace Wintermute { class Effect3D; class Effect3DParams; class BaseSprite; class BaseSurface; class VideoTheoraPlayer; class XFileData; class Material : public BaseNamedObject { public: Material(BaseGame *inGame); virtual ~Material(); DXMaterial _material; bool setTexture(const char *filename, bool adoptName = false); bool setSprite(BaseSprite *sprite, bool adoptName = false); bool setTheora(VideoTheoraPlayer *theora, bool adoptName = false); BaseSurface *getSurface(); bool setEffect(Effect3D *effect, Effect3DParams *params, bool adoptName = false); Effect3D *getEffect() { return _effect; } Effect3DParams *getEffectParams() { return _params; } bool invalidateDeviceObjects(); bool restoreDeviceObjects(); private: char *_textureFilename; BaseSurface *_surface; bool _ownedSurface; BaseSprite *_sprite; VideoTheoraPlayer *_theora; Effect3D *_effect; Effect3DParams *_params; }; } // namespace Wintermute #endif