/* 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_ADSENTENCE_H #define WINTERMUTE_ADSENTENCE_H #include "BBase.h" #include "persistent.h" #include "dctypes.h" // Added by ClassView namespace WinterMute { class CAdTalkDef; class CBFont; class CBSprite; class CBSound; class CAdSentence : public CBBase { public: bool _freezable; bool _fixedPos; CBSprite *_currentSprite; char *_currentSkelAnim; HRESULT Update(TDirection Dir = DI_DOWN); HRESULT SetupTalkFile(const char *SoundFilename); DECLARE_PERSISTENT(CAdSentence, CBBase) HRESULT Finish(); void SetSound(CBSound *Sound); bool _soundStarted; CBSound *_sound; TTextAlign _align; HRESULT Display(); int _width; POINT _pos; CBFont *_font; char *GetNextStance(); char *GetCurrentStance(); void SetStances(const char *Stances); void SetText(const char *Text); int _currentStance; uint32 _startTime; char *_stances; char *_text; uint32 _duration; CAdSentence(CBGame *inGame); virtual ~CAdSentence(); CAdTalkDef *_talkDef; bool CanSkip(); private: char *_tempStance; char *GetStance(int Stance); }; } // end of namespace WinterMute #endif