mirror of
https://github.com/scummvm/scummvm.git
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114 lines
2.7 KiB
C++
114 lines
2.7 KiB
C++
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/* 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 BAGEL_BAGLIB_MOVIE_OBJECT_H
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#define BAGEL_BAGLIB_MOVIE_OBJECT_H
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#include "bagel/baglib/object.h"
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#include "bagel/baglib/sound_object.h"
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namespace Bagel {
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#define ASYNCH_DONT_QUEUE 0x0001
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#define ASYNCH_PLAY_IMMEDIATE 0x0002
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#define ASYNCH_DONT_OVERRIDE 0x0004
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/**
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* CBagMovieObject is an object that can be place within the slide window.
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*/
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class CBagMovieObject : public CBagObject {
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public:
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enum class dispType { MOVIE, EXAMINE, PDA_MSG, ASYNCH_PDA_MSG };
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private:
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dispType _xDisplayType;
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byte _bFlyThru;
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int16 _nAsynchFlags;
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bool _bIncrement : 1; // Increment timer for this movie?
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bool _bOnBlack : 1; // Play movie on a black background.
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CBagSoundObject *_pSndObj; // associated sound object
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public:
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CBagMovieObject();
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virtual ~CBagMovieObject();
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// Associated sound object access members
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void setAssociatedSound(CBagSoundObject *p) {
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_pSndObj = p;
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}
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CBagSoundObject *getAssociatedSound() const {
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return _pSndObj;
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}
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ParseCodes setInfo(CBagIfstream &istr) override;
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bool runObject() override;
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// Return true if this asynch zelda movie can play right now
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bool asynchPDAMovieCanPlay();
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// Special routines for handling asynch zelda movies
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void setDontQueue() {
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_nAsynchFlags |= ASYNCH_DONT_QUEUE;
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}
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void setDontOverride() {
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_nAsynchFlags |= ASYNCH_DONT_OVERRIDE;
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}
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void setPlayImmediate() {
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_nAsynchFlags |= ASYNCH_PLAY_IMMEDIATE;
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}
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void setIncrement(bool b = true) {
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_bIncrement = b;
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}
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void setOnBlack(bool b = true) {
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_bOnBlack = b;
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}
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bool isDontQueue() const {
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return (_nAsynchFlags & ASYNCH_DONT_QUEUE) != 0;
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}
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bool isDontOverride() const {
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return (_nAsynchFlags & ASYNCH_DONT_OVERRIDE) != 0;
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}
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bool isPlayImmediate() const {
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return (_nAsynchFlags & ASYNCH_PLAY_IMMEDIATE) != 0;
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}
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bool isIncrement() const {
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return _bIncrement;
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}
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bool isOnBlack() const {
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return _bOnBlack;
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}
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};
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} // namespace Bagel
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#endif
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