scummvm/engines/wintermute/base/base_frame.h
2021-12-26 18:48:43 +01:00

77 lines
2.6 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/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BASE_FRAME_H
#define WINTERMUTE_BASE_FRAME_H
#include "engines/wintermute/base/base_scriptable.h"
#include "engines/wintermute/coll_templ.h"
#include "graphics/transform_struct.h"
namespace Wintermute {
class BaseSound;
class BaseSubFrame;
class BaseObject;
class ScScript;
class ScStack;
class BaseFrame: public BaseScriptable {
public:
bool _killSound;
void stopSound();
bool oneTimeDisplay(BaseObject *owner, bool muted = false);
DECLARE_PERSISTENT(BaseFrame, BaseScriptable)
bool getBoundingRect(Rect32 *rect, int x, int y, float scaleX = 100, float scaleY = 100);
bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
int32 _moveY;
int32 _moveX;
uint32 _delay;
BaseArray<BaseSubFrame *> _subframes;
bool draw(int x, int y, BaseObject *registerOwner = nullptr, float zoomX = 100, float zoomY = 100, bool precise = true, uint32 alpha = 0xFFFFFFFF, bool allFrames = false, float rotate = 0.0f, Graphics::TSpriteBlendMode blendMode = Graphics::BLEND_NORMAL);
bool loadBuffer(char *buffer, int lifeTime, bool keepLoaded);
BaseFrame(BaseGame *inGame);
~BaseFrame() override;
BaseArray<const char *> _applyEvent;
// scripting interface
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;
Common::String debuggerToString() const override;
private:
bool _keyframe;
bool _editorExpanded;
BaseSound *_sound;
};
} // End of namespace Wintermute
#endif