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scummvm-cursorfix/engines/grim/costume/model_component.h
2026-02-02 04:50:13 +01:00

65 lines
1.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef GRIM_MODEL_COMPONENT_H
#define GRIM_MODEL_COMPONENT_H
#include "engines/grim/costume/component.h"
namespace Grim {
class Model;
class AnimManager;
class ModelComponent : public Component {
public:
ModelComponent(Component *parent, int parentID, const char *filename, Component *prevComponent, tag32 tag);
~ModelComponent();
void init();
void setKey(int val);
int update(uint time);
void animate();
void reset();
void resetColormap();
void restoreState(SaveGame *state);
void translateObject(bool reset);
static void translateObject(ModelNode *node, bool reset);
AnimManager *getAnimManager() const;
ModelNode *getHierarchy() { return _hier; }
int getNumNodes();
Model *getModel() { return _obj; }
void draw();
void getBoundingBox(int *x1, int *y1, int *x2, int *y2);
protected:
Model *_obj;
ModelNode *_hier;
AnimManager *_animation;
Component *_prevComp;
bool _animated;
};
} // end of namespace Grim
#endif