// ----------------------------------------------------------------------------- // This file is part of Broken Sword 2.5 // Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdörfer // // Broken Sword 2.5 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. // // Broken Sword 2.5 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 Broken Sword 2.5; if not, write to the Free Software // Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA // ----------------------------------------------------------------------------- // ----------------------------------------------------------------------------- // System Includes // ----------------------------------------------------------------------------- // ----------------------------------------------------------------------------- // Engine Includes // ----------------------------------------------------------------------------- #include "sword25/kernel/common.h" #include "sword25/gfx/renderobject.h" // ----------------------------------------------------------------------------- // Forward Declarations // ----------------------------------------------------------------------------- // ----------------------------------------------------------------------------- // Class Definition // ----------------------------------------------------------------------------- /** @brief */ class BS_TimedRenderObject : public BS_RenderObject { public: BS_TimedRenderObject(BS_RenderObjectPtr pParent, TYPES Type, unsigned int Handle = 0); ~BS_TimedRenderObject(); /** @brief Teilt dem Objekt mit, dass ein neuer Frame begonnen wird. Diese Methode wird jeden Frame an jedem BS_TimedRenderObject aufgerufen um diesen zu ermöglichen ihren Zustand Zeitabhängig zu verändern (z.B. Animationen).
@param int TimeElapsed gibt an wie viel Zeit (in Microsekunden) seit dem letzten Frame vergangen ist. */ virtual void FrameNotification(int TimeElapsed) = 0; };