/* 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_BFRAME_H #define WINTERMUTE_BFRAME_H #include "engines/wintermute/base/base_scriptable.h" #include "engines/wintermute/coll_templ.h" namespace WinterMute { class BaseSound; class BaseSubFrame; class BaseObject; class ScScript; class ScStack; class BaseFrame: public BaseScriptable { public: bool _killSound; bool _keyframe; bool oneTimeDisplay(BaseObject *owner, bool muted = false); DECLARE_PERSISTENT(BaseFrame, BaseScriptable) BaseSound *_sound; bool _editorExpanded; bool getBoundingRect(Rect32 *rect, int x, int y, float scaleX = 100, float scaleY = 100); bool saveAsText(BaseDynamicBuffer *buffer, int indent); int _moveY; int _moveX; uint32 _delay; BaseArray _subframes; bool draw(int x, int y, BaseObject *registerOwner = NULL, float zoomX = 100, float zoomY = 100, bool precise = true, uint32 Alpha = 0xFFFFFFFF, bool allFrames = false, float rotate = 0.0f, TSpriteBlendMode blendMode = BLEND_NORMAL); bool loadBuffer(byte *buffer, int lifeTime, bool keepLoaded); BaseFrame(BaseGame *inGame); virtual ~BaseFrame(); BaseArray _applyEvent; // scripting interface virtual ScValue *scGetProperty(const char *name); virtual bool scSetProperty(const char *name, ScValue *value); virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name); virtual const char *scToString(); }; } // end of namespace WinterMute #endif