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authorJoseph-Eugene Winzer2017-07-25 02:11:00 +0200
committerThierry Crozat2018-01-23 00:29:34 +0000
commit0462bd0184edf230b92e6513eb4f6ca0804ec73f (patch)
tree340fa6da4737d9d31aa702b5665001dd89f2a641 /engines/supernova/state.h
parent97ef7cbe871791a48dbcaf3d0b983ff85afe3640 (diff)
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SUPERNOVA: Implements animation
The original game's time was stored in 55ms ticks but we just run on milliseconds. setAnimationTimer() sets the ticks the currrent room's animation() function will not be called.
Diffstat (limited to 'engines/supernova/state.h')
-rw-r--r--engines/supernova/state.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/engines/supernova/state.h b/engines/supernova/state.h
index 79b8a8e70d..ced1de6533 100644
--- a/engines/supernova/state.h
+++ b/engines/supernova/state.h
@@ -99,7 +99,7 @@ public:
GameManager(SupernovaEngine *vm);
void processInput(Common::KeyState &state);
- void processInput(Common::EventType eventType, int x, int y);
+ void processInput();
void executeRoom();
SupernovaEngine *_vm;
@@ -116,6 +116,7 @@ public:
int _status;
bool _processInput;
bool _guiEnabled;
+ bool _animationEnabled;
Action _inputVerb;
Object *_currentInputObject;
Object *_inputObject[2];
@@ -169,6 +170,8 @@ public:
void drawImage(int section);
void changeRoom(RoomID id);
void resetInputState();
+ void handleInput();
+ void handleTime();
void setAnimationTimer(int ticks);
};