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55 lines
1.7 KiB
C++
55 lines
1.7 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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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "sword25/kernel/common.h"
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#include "sword25/gfx/renderobject.h"
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namespace Sword25 {
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/**
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@brief
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*/
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class TimedRenderObject : public RenderObject {
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public:
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TimedRenderObject(RenderObjectPtr<RenderObject> pParent, TYPES type, uint handle = 0);
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~TimedRenderObject() override;
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/**
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@brief Teilt dem Objekt mit, dass ein neuer Frame begonnen wird.
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Diese Methode wird jeden Frame an jedem BS_TimedRenderObject aufgerufen um diesen zu ermöglichen
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ihren Zustand Zeitabhängig zu verändern (z.B. Animationen).<br>
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@param int TimeElapsed gibt an wie viel Zeit (in Microsekunden) seit dem letzten Frame vergangen ist.
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*/
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virtual void frameNotification(int timeElapsed) = 0;
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};
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} // End of namespace Sword25
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