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scummvm-cursorfix/engines/tetraedge/te/te_scene_warp.h
2026-02-02 04:50:13 +01:00

106 lines
3.4 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 TETRAEDGE_TE_TE_SCENE_WARP_H
#define TETRAEDGE_TE_TE_SCENE_WARP_H
#include "tetraedge/te/te_camera.h"
#include "tetraedge/te/te_warp.h"
#include "tetraedge/te/te_warp_bloc.h"
namespace Tetraedge {
class TePickMesh;
class TeSceneWarp {
friend class TeSceneWarpXmlParser;
public:
class Animation {
public:
Animation() : _fps(0) {}
Common::String _name;
float _fps;
};
class Exit {
public:
Exit() : _nbWarpBlock(0), _markerId(0), _camAngleX(0.0f), _camAngleY(0.0f) {}
Common::String _name;
Common::String _linkedWarp;
unsigned long _markerId;
int _nbWarpBlock;
float _camAngleX;
float _camAngleY;
Common::List<TeWarpBloc> _warpBlocs;
Common::List<Common::String> _strList;
};
class Object {
public:
Object() : _markerId(0) {}
Common::String _name;
Common::String _str2;
unsigned long _markerId;
Common::List<Common::String> _strList;
};
class WarpEvent {
public:
Common::String _name;
Common::List<Common::String> _strList;
};
TeSceneWarp();
~TeSceneWarp();
//void activeMarker(const Common::String &s1, const Common::String &s2) // unused
//Common::String addMarkerToAnimation(const Common::String &animName); // unused
void close();
//void createExit(); // unused
const Animation *getAnimation(const Common::String &name);
const Exit *getExit(const Common::String &linkedWarp);
const Object *getObject(const Common::String &name);
const WarpEvent *getWarpEvent(const Common::String &name); // TODO: what's the right return type?
bool load(const Common::Path &name, TeWarp *warp, bool flag);
//void moveIndicator(const Common::String &, const Common::String &, const TeVector2s32 &)); // unused
//void popBlockToExit(const Common::String &name, TePickMesh *mesh); // unused
//void pushBlockToExit(const Common::String &name, TePickMesh *mesh); // unused
//void removeExit(const Common::String &name); // unused
void render(const TeCamera &cam1, const TeCamera &cam2, const Common::String &str1, const Common::String &str2);
//void save(); // unused
void addObject(const Object &obj) { _objects.push_back(obj); }
void addExit(const Exit &exit) { _exits.push_back(exit); }
void addAnimation(const Animation &anim) { _animations.push_back(anim); }
void addWarpEvent(const WarpEvent &event) { _warpEvents.push_back(event); }
private:
Common::List<Object> _objects;
Common::List<Exit> _exits;
Common::List<Animation> _animations;
Common::List<WarpEvent> _warpEvents;
Common::Path _name;
TeWarp *_warp;
int _numExitsCreated;
};
} // end namespace Tetraedge
#endif // TETRAEDGE_TE_TE_SCENE_WARP_H