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Diffstat (limited to 'engines/wintermute/ad/ad_layer.h')
-rw-r--r-- | engines/wintermute/ad/ad_layer.h | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/engines/wintermute/ad/ad_layer.h b/engines/wintermute/ad/ad_layer.h new file mode 100644 index 0000000000..de65e2822f --- /dev/null +++ b/engines/wintermute/ad/ad_layer.h @@ -0,0 +1,58 @@ +/* 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_ADLAYER_H +#define WINTERMUTE_ADLAYER_H + +namespace Wintermute { +class AdSceneNode; +class AdLayer : public BaseObject { +public: + bool _closeUp; + DECLARE_PERSISTENT(AdLayer, BaseObject) + bool _active; + int _height; + int _width; + bool _main; + AdLayer(BaseGame *inGame); + virtual ~AdLayer(); + BaseArray<AdSceneNode *> _nodes; + bool loadFile(const char *filename); + bool loadBuffer(byte *buffer, bool complete = true); + virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent); + + // scripting interface + virtual ScValue *scGetProperty(const Common::String &name); + virtual bool scSetProperty(const char *name, ScValue *value); + virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name); + virtual const char *scToString(); +}; + +} // end of namespace Wintermute + +#endif |