/* 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 code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #include "sword25/kernel/common.h" #include "sword25/gfx/renderobject.h" namespace Sword25 { /** @brief */ class TimedRenderObject : public RenderObject { public: TimedRenderObject(RenderObjectPtr pParent, TYPES type, uint handle = 0); ~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; }; } // End of namespace Sword25