/* 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. * */ #ifndef SHERLOCK_TATTOO_H #define SHERLOCK_TATTOO_H #include "sherlock/sherlock.h" namespace Sherlock { namespace Tattoo { class TattooEngine : public SherlockEngine { private: /** * Loads the initial palette for the game */ void loadInitialPalette(); protected: /** * Initialize the engine */ virtual void initialize(); virtual void showOpening(); /** * Starting a scene within the game */ virtual void startScene(); public: bool _creditsActive; bool _runningProlog; bool _fastMode, _allowFastMode; public: TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc); virtual ~TattooEngine() {} /** * Draw credits on the screen */ void drawCredits(); /** * Blit the drawn credits to the screen */ void blitCredits(); /** * Erase any area of the screen covered by credits */ void eraseCredits(); }; } // End of namespace Tattoo } // End of namespace Sherlock #endif