/* 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_BASE_BASE_H #define WINTERMUTE_BASE_BASE_H #include "engines/wintermute/wintypes.h" #include "engines/wintermute/dctypes.h" #include "common/str.h" #include "common/hashmap.h" #include "common/hash-str.h" namespace Wintermute { class BaseGame; class BaseDynamicBuffer; class BaseClass { public: bool _persistable; bool setEditorProp(const Common::String &propName, const Common::String &propValue); Common::String getEditorProp(const Common::String &propName, const Common::String &initVal = Common::String()); BaseClass(TDynamicConstructor, TDynamicConstructor) {} bool parseEditorProperty(char *buffer, bool complete = true); virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent = 0); BaseClass(); BaseClass(BaseGame *GameOwner); virtual ~BaseClass(); BaseGame *_gameRef; protected: Common::HashMap _editorProps; Common::HashMap::iterator _editorPropsIter; }; } // End of namespace Wintermute #endif