/* 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_ADSPRITESET_H #define WINTERMUTE_ADSPRITESET_H #include "engines/wintermute/base/base_object.h" namespace Wintermute { class BaseSprite; class AdSpriteSet : public BaseObject { public: bool containsSprite(BaseSprite *sprite); virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent = 0) override; BaseSprite *getSprite(TDirection direction); DECLARE_PERSISTENT(AdSpriteSet, BaseObject) BaseObject *_owner; AdSpriteSet(BaseGame *inGame, BaseObject *owner = nullptr); virtual ~AdSpriteSet(); bool loadFile(const char *filename, int lifeTime = -1, TSpriteCacheType cacheType = CACHE_ALL); bool loadBuffer(char *buffer, bool complete = true, int lifeTime = -1, TSpriteCacheType cacheType = CACHE_ALL); BaseSprite *_sprites[NUM_DIRECTIONS]; }; } // End of namespace Wintermute #endif