/* 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_OBJECT_H #define WINTERMUTE_BASE_OBJECT_H #include "engines/wintermute/base/base_script_holder.h" #include "engines/wintermute/persistent.h" #include "common/events.h" #include "graphics/transform_struct.h" namespace Wintermute { class BaseSprite; class BaseSound; class BaseSurface; class BaseScriptHolder; class ScValue; class ScStack; class ScScript; class BaseObject : public BaseScriptHolder { protected: bool _autoSoundPanning; uint32 _sFXStart; bool setSFXTime(uint32 time); bool setSFXVolume(int volume); bool resumeSFX(); bool pauseSFX(); bool stopSFX(bool deleteSound = true); bool playSFX(const char *filename, bool looping = false, bool playNow = true, const char *eventName = nullptr, uint32 loopStart = 0); BaseSound *_sFX; TSFXType _sFXType; float _sFXParam1; float _sFXParam2; float _sFXParam3; float _sFXParam4; float _relativeRotate; bool _rotateValid; float _rotate; void setSoundEvent(const char *eventName); bool _rotatable; float _scaleX; float _scaleY; float _relativeScale; bool _editorSelected; bool _editorAlwaysRegister; bool _ready; Rect32 _rect; bool _rectSet; int32 _iD; char *_soundEvent; public: Graphics::TSpriteBlendMode _blendMode; virtual bool afterMove(); float _scale; uint32 _alphaColor; virtual bool isReady(); virtual bool getExtendedFlag(const char *flagName); virtual bool resetSoundPan(); virtual bool updateSounds(); bool updateOneSound(BaseSound *sound); int32 _sFXVolume; virtual bool handleMouseWheel(int delta); virtual bool handleMouse(TMouseEvent event, TMouseButton button); virtual bool handleKeypress(Common::Event *event, bool printable = false); virtual int32 getHeight(); bool setCursor(const char *filename); bool setActiveCursor(const char *filename); bool cleanup(); const char *getCaption(int caseVal = 1); void setCaption(const char *caption, int caseVal = 1); bool _editorOnly; bool _is3D; DECLARE_PERSISTENT(BaseObject, BaseScriptHolder) virtual bool showCursor(); BaseSprite *_cursor; bool _sharedCursors; BaseSprite *_activeCursor; virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent); virtual bool listen(BaseScriptHolder *param1, uint32 param2); bool _movable; bool _zoomable; bool _shadowable; int32 _posY; int32 _posX; bool _registrable; char *_caption[7]; bool _saveState; BaseObject(BaseGame *inGame); virtual ~BaseObject(); // base virtual bool update() { return STATUS_FAILED; }; virtual bool display() { return STATUS_FAILED; }; virtual bool invalidateDeviceObjects() { return STATUS_OK; }; virtual bool restoreDeviceObjects() { return STATUS_OK; }; bool _nonIntMouseEvents; public: // scripting interface virtual ScValue *scGetProperty(const Common::String &name) override; virtual bool scSetProperty(const char *name, ScValue *value) override; virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override; virtual const char *scToString() override; }; } // End of namespace Wintermute #endif