/* 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 Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_ADSCENENODE_H #define WINTERMUTE_ADSCENENODE_H #include "engines/wintermute/ad/ad_types.h" // Added by ClassView #include "engines/wintermute/ad/ad_region.h" // Added by ClassView #include "engines/wintermute/ad/ad_entity.h" namespace Wintermute { class AdSceneNode : public BaseObject { public: DECLARE_PERSISTENT(AdSceneNode, BaseObject) bool setRegion(AdRegion *region); bool setEntity(AdEntity *entity); AdEntity *_entity; AdRegion *_region; TObjectType _type; AdSceneNode(BaseGame *inGame); ~AdSceneNode() override; }; } #endif