/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_NODE_H #define HPL_NODE_H #include "common/list.h" #include "hpl1/engine/game/SaveGame.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/scene/Entity.h" #include "hpl1/engine/system/Container.h" namespace hpl { class iNode; typedef Common::List tNodeList; typedef tNodeList::iterator tNodeListIt; typedef cSTLIterator cNodeIterator; //------------------------------------ kSaveData_BaseClass(iNode) { kSaveData_ClassInit(iNode) public : cContainerList mlstEntities; cContainerList mlstNodes; }; //------------------------------------ class iNode : public iSaveObject { typedef iSaveObject super; public: iNode() : mbActive(true) {} virtual ~iNode(); int SetVisible(bool abX, bool abCascade); bool AddEntity(iEntity *apEntity); bool RemoveEntity(iEntity *apEntity); void ClearEntities(); void SetActive(bool abX) { mbActive = abX; } bool IsActive() { return mbActive; } virtual iNode *CreateChild() = 0; cNodeIterator GetChildIterator(); cEntityIterator GetEntityIterator(); // SaveObject implementation virtual iSaveData *CreateSaveData() { return NULL; } virtual void SaveToSaveData(iSaveData *apSaveData); virtual void LoadFromSaveData(iSaveData *apSaveData); virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame); protected: tEntityList mlstEntity; tNodeList mlstNode; bool mbActive; }; } // namespace hpl #endif // HPL_NODE_H