/* 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 . * */ #ifndef WINTERMUTE_SHADOWMANAGER_H #define WINTERMUTE_SHADOWMANAGER_H #include "common/str.h" #include "engines/wintermute/base/base_scriptable.h" namespace Wintermute { class AdActor3DX; class Light3D; class SXShadowManager : public BaseScriptable { public: DECLARE_PERSISTENT(SXShadowManager, BaseScriptable) ScValue *scGetProperty(const Common::String &name) override; bool scSetProperty(const char *name, ScValue *value) override; bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override; const char *scToString() override; SXShadowManager(BaseGame *inGame, ScStack *stack); ~SXShadowManager() override; private: static void callback(void *eventData1, void *eventData2); void update(); void run(); void stop(); bool addActor(AdActor3DX *actorObj); bool removeAllActors(); bool enableLight(const char *lightName); bool disableLight(const char *lightName); Common::List> _actors; Common::List> _lights; uint32 _lastTime{}; DXVector3 _defaultLightPos; float _minShadow; float _maxShadow; bool _useSmartShadows; uint32 _shadowColor; }; } // End of namespace Wintermute #endif