/* 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_BASE_OBJECT_H #define WINTERMUTE_BASE_OBJECT_H #include "engines/wintermute/base/base_script_holder.h" #include "engines/wintermute/base/gfx/xmath.h" #include "engines/wintermute/persistent.h" #include "common/events.h" #include "graphics/transform_struct.h" namespace Wintermute { class BaseSprite; class BaseSound; class BaseSurface; class BaseScriptHolder; class ScValue; class ScStack; class ScScript; class XModel; class BaseObject : public BaseScriptHolder { public: char *_accessCaption; virtual const char *getAccessCaption(); Graphics::TSpriteBlendMode _blendMode; #ifdef ENABLE_WME3D virtual bool renderModel(); #endif virtual bool afterMove(); float _relativeRotate; bool _rotateValid; float _rotate; void setSoundEvent(const char *eventName); bool _rotatable; uint32 _alphaColor; float _scale; float _scaleX; float _scaleY; float _relativeScale; virtual bool isReady(); virtual bool getExtendedFlag(const char *flagName); virtual bool resetSoundPan(); virtual bool updateSounds(); bool updateOneSound(BaseSound *sound); bool _autoSoundPanning; uint32 _sFXStart; int32 _sFXVolume; bool setSFXTime(uint32 time); bool setSFXVolume(int volume); bool resumeSFX(); bool pauseSFX(); bool stopSFX(bool deleteSound = true); bool playSFX(const char *filename, bool looping = false, bool playNow = true, const char *eventName = nullptr, uint32 loopStart = 0); BaseSound *_sFX; TSFXType _sFXType; float _sFXParam1; float _sFXParam2; float _sFXParam3; float _sFXParam4; virtual bool handleMouseWheel(int32 delta); virtual bool handleMouse(TMouseEvent event, TMouseButton button); virtual bool handleKeypress(Common::Event *event, bool printable = false); virtual int32 getHeight(); bool setCursor(const char *filename); bool setActiveCursor(const char *filename); bool cleanup(); const char *getCaption(int caseVal = 1); void setCaption(const char *caption, int caseVal = 1); bool _editorSelected; bool _editorAlwaysRegister; bool _editorOnly; bool _is3D; DECLARE_PERSISTENT(BaseObject, BaseScriptHolder) virtual bool showCursor(); BaseSprite *_cursor; bool _sharedCursors; BaseSprite *_activeCursor; bool saveAsText(BaseDynamicBuffer *buffer, int indent) override; bool listen(BaseScriptHolder *param1, uint32 param2) override; bool _ready; bool _registrable; bool _zoomable; bool _shadowable; Common::Rect32 _rect; bool _rectSet; int32 _id; bool _movable; BaseObject(BaseGame *inGame); ~BaseObject() override; char *_caption[7]; char *_soundEvent; int32 _posY; int32 _posX; bool _saveState; // base virtual bool update() { return STATUS_FAILED; }; virtual bool display() { return STATUS_FAILED; }; virtual bool invalidateDeviceObjects() { return STATUS_OK; }; virtual bool restoreDeviceObjects() { return STATUS_OK; }; bool _nonIntMouseEvents; #ifdef ENABLE_WME3D float _angle; XModel *_xmodel; XModel *_shadowModel; DXMatrix _worldMatrix; DXVector3 _posVector; bool getMatrix(DXMatrix *modelMatrix, DXVector3 *posVect = nullptr); uint32 _shadowColor; BaseSurface *_shadowImage; float _shadowSize; float _scale3D; DXVector3 _shadowLightPos; bool _drawBackfaces; TShadowType _shadowType; virtual uint32 getAnimTransitionTime(const char *from, const char *to) { return 0; }; #endif public: // scripting interface ScValue *scGetProperty(const char *name) override; bool scSetProperty(const char *name, ScValue *value) override; bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override; const char *scToString() override; }; } // End of namespace Wintermute #endif