/* 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 . * */ // Description of a button animation; stored separately from the GUI button. // #ifndef AGS_ENGINE_GUI_ANIMATING_GUI_BUTTON_H #define AGS_ENGINE_GUI_ANIMATING_GUI_BUTTON_H #include "ags/shared/core/types.h" #include "ags/engine/ac/runtime_defines.h" namespace AGS3 { // Forward declaration namespace AGS { namespace Shared { class Stream; } } using namespace AGS; // FIXME later struct AnimatingGUIButton { // index into guibuts array, GUI, button short buttonid = -1, ongui = -1, onguibut = -1; // current animation status uint16_t view = 0, loop = 0, frame = 0; short speed = 0, repeat = 0, blocking = 0, direction = 0, wait = 0; // relative volume of the frame sounds int volume = -1; void ReadFromSavegame(Shared::Stream *in, int cmp_ver); void WriteToSavegame(Shared::Stream *out); }; } // namespace AGS3 #endif