57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ULTIMA8_GFX_MOUSESHAPEARCHIVE_H
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#define ULTIMA8_GFX_MOUSESHAPEARCHIVE_H
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#include "ultima/ultima8/gfx/shape_archive.h"
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namespace Ultima {
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namespace Ultima8 {
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// Fake archive class for mouse shape in the shape viewer
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// TODO - consider using this in GameData and owning the shape
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class MouseShapeArchive : public ShapeArchive {
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public:
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MouseShapeArchive(uint16 id, Palette *pal = 0,
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const ConvertShapeFormat *format = 0)
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: ShapeArchive(id, pal, format) {}
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MouseShapeArchive(Shape *shape, uint16 id, Palette *pal = 0,
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const ConvertShapeFormat *format = 0)
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: ShapeArchive(id, pal, format) {
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_shapes.push_back(shape);
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_count = 1;
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}
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~MouseShapeArchive() override {
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_shapes.clear();
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}
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void cache(uint32 shapenum) override {}
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void uncache(uint32 shapenum) override {}
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bool isCached(uint32 shapenum) const override { return true; }
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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