Files
scummvm-cursorfix/engines/hpl1/engine/scene/MultiImageEntity.h
2026-02-02 04:50:13 +01:00

94 lines
2.3 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_MULTI_IMAGE_ENTITY_H
#define HPL_MULTI_IMAGE_ENTITY_H
#include "hpl1/engine/scene/ImageEntity.h"
#include "common/stablemap.h"
namespace hpl {
class cScene;
class cNode2D;
class cMultiImagePart {
public:
tFlag mlId;
int mlActiveEntity;
tImageEntityVec mvEntity;
unsigned int mlPrio;
unsigned int mlNextAnimPrio;
tString msNextAnim;
bool mbSyncFrame;
};
typedef Common::StableMap<unsigned int, cMultiImagePart> tMultiImagePartMap;
typedef tMultiImagePartMap::iterator tMultiImagePartMapIt;
class cMultiImageEntity {
public:
cMultiImageEntity(class cScene *apScene, cNode2D *apNode);
~cMultiImageEntity();
bool Add(tString asName, tString asFile, cVector3f avLocalPos, tFlag alPartId);
bool Add(tString asName, cImageEntity *apEntity, cVector3f avLocalPos, tFlag alPartId);
void SetFlipH(bool abX);
void SetAlpha(float afX);
void Flash(float afX);
void SetActive(bool abX);
bool GetActive() { return mbActive; }
bool PlayAnim(const tString &asName, tFlag alParts, unsigned int alPrio, bool abLoop = true, bool abSyncFrame = false);
void UpdateAnim();
void SetAnimPaused(bool abX);
bool GetAnimPaused() { return mbAnimPaused; }
cImageEntity *GetEntity(int alPartId);
private:
bool mbActive;
float mfAlpha;
bool mbAnimPaused;
cScene *mpScene;
cNode2D *mpNode;
tMultiImagePartMap m_mapEntityParts;
bool mbFlipH;
};
} // namespace hpl
#endif // HPL_MULTI_IMAGE_ENTITY_H