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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_BASE_FRAME_H
+#define WINTERMUTE_BASE_FRAME_H
+
+#include "engines/wintermute/base/base_scriptable.h"
+#include "engines/wintermute/coll_templ.h"
+
+namespace Wintermute {
+class BaseSound;
+class BaseSubFrame;
+class BaseObject;
+class ScScript;
+class ScStack;
+class BaseFrame: public BaseScriptable {
+public:
+ bool _killSound;
+ bool _keyframe;
+ bool oneTimeDisplay(BaseObject *owner, bool muted = false);
+ DECLARE_PERSISTENT(BaseFrame, BaseScriptable)
+ BaseSound *_sound;
+ bool _editorExpanded;
+ bool getBoundingRect(Rect32 *rect, int x, int y, float scaleX = 100, float scaleY = 100);
+ bool saveAsText(BaseDynamicBuffer *buffer, int indent);
+ int _moveY;
+ int _moveX;
+ uint32 _delay;
+ BaseArray<BaseSubFrame *> _subframes;
+ bool draw(int x, int y, BaseObject *registerOwner = NULL, float zoomX = 100, float zoomY = 100, bool precise = true, uint32 alpha = 0xFFFFFFFF, bool allFrames = false, float rotate = 0.0f, TSpriteBlendMode blendMode = BLEND_NORMAL);
+ bool loadBuffer(byte *buffer, int lifeTime, bool keepLoaded);
+
+ BaseFrame(BaseGame *inGame);
+ virtual ~BaseFrame();
+
+ BaseArray<const char *> _applyEvent;
+
+ // scripting interface
+ virtual ScValue *scGetProperty(const char *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