/* 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_PATRPARTICLE_H #define WINTERMUTE_PATRPARTICLE_H #include "BBase.h" #include "Vector2.h" namespace WinterMute { class CPartEmitter; class CBSprite; class CBPersistMgr; class CPartParticle : public CBBase { public: enum TParticleState { PARTICLE_NORMAL, PARTICLE_FADEIN, PARTICLE_FADEOUT }; CPartParticle(CBGame *inGame); virtual ~CPartParticle(void); float _growthRate; bool _exponentialGrowth; float _rotation; float _angVelocity; int _alpha1; int _alpha2; RECT _border; Vector2 _pos; float _posZ; Vector2 _velocity; float _scale; CBSprite *_sprite; uint32 _creationTime; int _lifeTime; bool _isDead; TParticleState _state; HRESULT Update(CPartEmitter *Emitter, uint32 CurrentTime, uint32 TimerDelta); HRESULT Display(CPartEmitter *Emitter); HRESULT SetSprite(const char *Filename); HRESULT FadeIn(uint32 CurrentTime, int FadeTime); HRESULT FadeOut(uint32 CurrentTime, int FadeTime); HRESULT Persist(CBPersistMgr *PersistMgr); private: uint32 _fadeStart; int _fadeTime; int _currentAlpha; int _fadeStartAlpha; }; } // end of namespace WinterMute #endif