/* 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_BREGION_H #define WINTERMUTE_BREGION_H #include "engines/wintermute/base/base_point.h" #include "engines/wintermute/base/base_object.h" namespace WinterMute { class BaseRegion : public BaseObject { public: float _lastMimicScale; int _lastMimicX; int _lastMimicY; void cleanup(); bool mimic(BaseRegion *region, float scale = 100.0f, int x = 0, int y = 0); bool getBoundingRect(Rect32 *rect); bool ptInPolygon(int x, int y); DECLARE_PERSISTENT(BaseRegion, BaseObject) bool _active; int _editorSelectedPoint; BaseRegion(BaseGame *inGame); virtual ~BaseRegion(); bool pointInRegion(int x, int y); bool createRegion(); bool loadFile(const char *filename); bool loadBuffer(byte *buffer, bool complete = true); Rect32 _rect; BaseArray _points; virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent) { return saveAsText(buffer, indent, NULL); } virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent, const char *nameOverride); // 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