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We postpone actual drawing until the frame finishes. At this point some of the surfaces might have been freed and the pointers are no longer valid. Use reference counting to ensure that queue surfaces are still valid Thanks to -=CHE@TER=- for reporting and providing the triggering save and instructions.
73 lines
2.3 KiB
C++
73 lines
2.3 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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#ifndef NEVERHOOD_MODULES_MODULE2700_SPRITES_H
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#define NEVERHOOD_MODULES_MODULE2700_SPRITES_H
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#include "neverhood/neverhood.h"
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#include "neverhood/module.h"
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#include "neverhood/scene.h"
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namespace Neverhood {
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class SsCommonTrackShadowBackground : public StaticSprite {
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public:
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SsCommonTrackShadowBackground(NeverhoodEngine *vm, uint32 fileHash);
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};
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class AsCommonCarShadow : public AnimatedSprite {
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public:
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AsCommonCarShadow(NeverhoodEngine *vm, AnimatedSprite *asCar, const Common::SharedPtr<BaseSurface> &shadowSurface, uint index);
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protected:
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uint _index;
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AnimatedSprite *_asCar;
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uint32 _animFileHash;
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void update();
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void updateShadow();
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};
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class AsCommonCarConnectorShadow : public AnimatedSprite {
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public:
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AsCommonCarConnectorShadow(NeverhoodEngine *vm, Sprite *asCar, const Common::SharedPtr<BaseSurface> &shadowSurface, uint index);
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protected:
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uint _index;
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Sprite *_asCar;
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void update();
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};
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class AsCommonCarTrackShadow : public AnimatedSprite {
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public:
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AsCommonCarTrackShadow(NeverhoodEngine *vm, Sprite *asCar, const Common::SharedPtr<BaseSurface> &shadowSurface, int16 frameIndex);
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protected:
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Sprite *_asCar;
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void update();
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};
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class KmScene2732 : public Klaymen {
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public:
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KmScene2732(NeverhoodEngine *vm, Scene *parentScene, int16 x, int16 y);
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protected:
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uint32 xHandleMessage(int messageNum, const MessageParam ¶m) override;
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};
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} // End of namespace Neverhood
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#endif /* NEVERHOOD_MODULES_MODULE2700_SPRITES_H */
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