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+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#ifndef WINTERMUTE_BFRAME_H
+#define WINTERMUTE_BFRAME_H
+
+#include "engines/wintermute/Base/BScriptable.h"
+#include "engines/wintermute/coll_templ.h"
+
+namespace WinterMute {
+class CBSound;
+class CBSubFrame;
+class CBObject;
+class CScScript;
+class CScStack;
+class CBFrame: public CBScriptable {
+public:
+ bool _killSound;
+ bool _keyframe;
+ HRESULT OneTimeDisplay(CBObject *Owner, bool Muted = false);
+ DECLARE_PERSISTENT(CBFrame, CBScriptable)
+ CBSound *_sound;
+ bool _editorExpanded;
+ bool GetBoundingRect(LPRECT Rect, int X, int Y, float ScaleX = 100, float ScaleY = 100);
+ HRESULT SaveAsText(CBDynBuffer *Buffer, int Indent);
+ int _moveY;
+ int _moveX;
+ uint32 _delay;
+ CBArray<CBSubFrame *, CBSubFrame *> _subframes;
+ HRESULT Draw(int X, int Y, CBObject *Register = NULL, float ZoomX = 100, float ZoomY = 100, bool Precise = true, uint32 Alpha = 0xFFFFFFFF, bool AllFrames = false, float Rotate = 0.0f, TSpriteBlendMode BlendMode = BLEND_NORMAL);
+ HRESULT LoadBuffer(byte *Buffer, int LifeTime, bool KeepLoaded);
+
+ CBFrame(CBGame *inGame);
+ virtual ~CBFrame();
+
+ CBArray<const char *, const char *> _applyEvent;
+
+ // scripting interface
+ virtual CScValue *ScGetProperty(const char *Name);
+ virtual HRESULT ScSetProperty(const char *Name, CScValue *Value);
+ virtual HRESULT ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *Name);
+ virtual const char *ScToString();
+
+};
+
+} // end of namespace WinterMute
+
+#endif