97 lines
2.4 KiB
C++
97 lines
2.4 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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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#ifndef WINTERMUTE_3D_EFFECT_PARAMS_H
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#define WINTERMUTE_3D_EFFECT_PARAMS_H
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#include "engines/wintermute/base/base_game.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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class Effect3DParams {
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public:
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//////////////////////////////////////////////////////////////////////////
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class Effect3DParam {
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public:
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enum ParamType {
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EP_UNKNOWN,
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EP_STRING,
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EP_FLOAT,
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EP_INT,
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EP_BOOL,
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EP_VECTOR
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};
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Effect3DParam();
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Effect3DParam(const char *paramName);
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~Effect3DParam();
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void setValue(char *val);
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void setValue(int val);
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void setValue(float val);
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void setValue(bool val);
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void setValue(DXVector4 val);
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const char *getParamName() const { return _paramName; }
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bool persist(BasePersistenceManager *persistMgr);
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private:
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void setDefaultValues();
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ParamType _type;
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char * _paramName;
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bool _initialized;
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char *_valString;
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int32 _valInt;
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float _valFloat;
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DXVector4 _valVector;
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bool _valBool;
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};
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//////////////////////////////////////////////////////////////////////////
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Effect3DParams();
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~Effect3DParams();
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bool persist(BasePersistenceManager *persistMgr);
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void clear();
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void setParam(const char *paramName, ScValue *val);
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void setParam(const char *paramName, DXVector4 Val);
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private:
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Effect3DParam *getParamByName(const char *paramName);
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BaseArray<Effect3DParam *> _params;
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};
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} // namespace Wintermute
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#endif
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