/* 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 */ #include "engines/wintermute/Ad/AdActor.h" #include "engines/wintermute/Ad/AdEntity.h" #include "engines/wintermute/Ad/AdGame.h" #include "engines/wintermute/Ad/AdInventory.h" #include "engines/wintermute/Ad/AdInventoryBox.h" #include "engines/wintermute/Ad/AdItem.h" #include "engines/wintermute/Ad/AdLayer.h" #include "engines/wintermute/Ad/AdNodeState.h" #include "engines/wintermute/Ad/AdObject.h" #include "engines/wintermute/Ad/AdPath.h" #include "engines/wintermute/Ad/AdPathPoint.h" #include "engines/wintermute/Ad/AdRegion.h" #include "engines/wintermute/Ad/AdResponse.h" #include "engines/wintermute/Ad/AdResponseBox.h" #include "engines/wintermute/Ad/AdResponseContext.h" #include "engines/wintermute/Ad/AdRotLevel.h" #include "engines/wintermute/Ad/AdScaleLevel.h" #include "engines/wintermute/Ad/AdScene.h" #include "engines/wintermute/Ad/AdSceneNode.h" #include "engines/wintermute/Ad/AdSceneState.h" #include "engines/wintermute/Ad/AdSentence.h" #include "engines/wintermute/Ad/AdSpriteSet.h" #include "engines/wintermute/Ad/AdTalkDef.h" #include "engines/wintermute/Ad/AdTalkHolder.h" #include "engines/wintermute/Ad/AdTalkNode.h" #include "engines/wintermute/Ad/AdWaypointGroup.h" #include "engines/wintermute/Base/BFader.h" #include "engines/wintermute/Base/BFontBitmap.h" #include "engines/wintermute/Base/BFontStorage.h" #include "engines/wintermute/Base/BFontTT.h" #include "engines/wintermute/Base/BFrame.h" #include "engines/wintermute/Base/BGame.h" #include "engines/wintermute/Base/BKeyboardState.h" #include "engines/wintermute/Base/BObject.h" #include "engines/wintermute/Base/BPoint.h" #include "engines/wintermute/Base/BRegion.h" #include "engines/wintermute/Base/BScriptable.h" #include "engines/wintermute/Base/BScriptHolder.h" #include "engines/wintermute/Base/BSound.h" #include "engines/wintermute/Base/BSprite.h" #include "engines/wintermute/Base/BSubFrame.h" #include "engines/wintermute/Base/BViewport.h" #include "engines/wintermute/Base/scriptables/ScEngine.h" #include "engines/wintermute/Base/scriptables/ScScript.h" #include "engines/wintermute/Base/scriptables/ScStack.h" #include "engines/wintermute/Base/scriptables/ScValue.h" #include "engines/wintermute/Base/scriptables/SXArray.h" #include "engines/wintermute/Base/scriptables/SXDate.h" #include "engines/wintermute/Base/scriptables/SXFile.h" #include "engines/wintermute/Base/scriptables/SXMath.h" #include "engines/wintermute/Base/scriptables/SXMemBuffer.h" #include "engines/wintermute/Base/scriptables/SxObject.h" #include "engines/wintermute/Base/scriptables/SXStore.h" #include "engines/wintermute/Base/scriptables/SXString.h" #include "engines/wintermute/UI/UIButton.h" #include "engines/wintermute/UI/UIEdit.h" #include "engines/wintermute/UI/UIEntity.h" #include "engines/wintermute/UI/UIText.h" #include "engines/wintermute/UI/UITiledImage.h" #include "engines/wintermute/UI/UIWindow.h" #include "engines/wintermute/video/VidTheoraPlayer.h" // CSysClass adds these objects to the registry, thus they aren't as leaked as they look #define REGISTER_CLASS(class_name, persistent_class)\ new WinterMute::CSysClass(class_name::_className, class_name::PersistBuild, class_name::PersistLoad, persistent_class); namespace WinterMute { // This is done in a separate file, to avoid including the kitchensink in CSysClassRegistry. void CSysClassRegistry::registerClasses() { REGISTER_CLASS(CAdActor, false) REGISTER_CLASS(CAdEntity, false) REGISTER_CLASS(CAdGame, true) REGISTER_CLASS(CAdInventory, false) REGISTER_CLASS(CAdInventoryBox, false) REGISTER_CLASS(CAdItem, false) REGISTER_CLASS(CAdLayer, false) REGISTER_CLASS(CAdNodeState, false) REGISTER_CLASS(CAdObject, false) REGISTER_CLASS(CAdPath, false) REGISTER_CLASS(CAdPathPoint, false) REGISTER_CLASS(CAdRegion, false) REGISTER_CLASS(CAdResponse, false) REGISTER_CLASS(CAdResponseBox, false) REGISTER_CLASS(CAdResponseContext, false) REGISTER_CLASS(CAdRotLevel, false) REGISTER_CLASS(CAdScaleLevel, false) REGISTER_CLASS(CAdScene, false) REGISTER_CLASS(CAdSceneNode, false) REGISTER_CLASS(CAdSceneState, false) REGISTER_CLASS(CAdSentence, false) REGISTER_CLASS(CAdSpriteSet, false) REGISTER_CLASS(CAdTalkDef, false) REGISTER_CLASS(CAdTalkHolder, false) REGISTER_CLASS(CAdTalkNode, false) REGISTER_CLASS(CAdWaypointGroup, false) REGISTER_CLASS(CBFader, false) REGISTER_CLASS(CBFont, false) REGISTER_CLASS(CBFontBitmap, false) REGISTER_CLASS(CBFontStorage, true) REGISTER_CLASS(CBFontTT, false) REGISTER_CLASS(CBFrame, false) REGISTER_CLASS(CBGame, true) REGISTER_CLASS(CBKeyboardState, false) REGISTER_CLASS(CBObject, false) REGISTER_CLASS(CBPoint, false) REGISTER_CLASS(CBRegion, false) REGISTER_CLASS(CBScriptable, false) REGISTER_CLASS(CBScriptHolder, false) REGISTER_CLASS(CBSound, false) REGISTER_CLASS(CBSprite, false) REGISTER_CLASS(CBSubFrame, false) REGISTER_CLASS(CBViewport, false) REGISTER_CLASS(CPartEmitter, false) REGISTER_CLASS(CScEngine, true) REGISTER_CLASS(CScScript, false) REGISTER_CLASS(CScStack, false) REGISTER_CLASS(CScValue, false) REGISTER_CLASS(CSXArray, false) REGISTER_CLASS(CSXDate, false) REGISTER_CLASS(CSXFile, false) REGISTER_CLASS(CSXMath, true) REGISTER_CLASS(CSXMemBuffer, false) REGISTER_CLASS(CSXObject, false) REGISTER_CLASS(CSXStore, false) REGISTER_CLASS(CSXString, false) REGISTER_CLASS(CUIButton, false) REGISTER_CLASS(CUIEdit, false) REGISTER_CLASS(CUIEntity, false) REGISTER_CLASS(CUIObject, false) REGISTER_CLASS(CUIText, false) REGISTER_CLASS(CUITiledImage, false) REGISTER_CLASS(CUIWindow, false) REGISTER_CLASS(CVidTheoraPlayer, false) warning("TODO: Clean this up at some proper time"); } }