blob: 28fa77f409b60ba5efc0a0b2a419b37c8e19e577 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
|
/* 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.
*
*/
#ifndef SHERLOCK_TATTOO_H
#define SHERLOCK_TATTOO_H
#include "sherlock/sherlock.h"
namespace Sherlock {
namespace Tattoo {
class TattooEngine : public SherlockEngine {
private:
/**
* Loads the initial palette for the game
*/
void loadInitialPalette();
protected:
/**
* Initialize the engine
*/
virtual void initialize();
virtual void showOpening();
/**
* Starting a scene within the game
*/
virtual void startScene();
public:
bool _creditsActive;
public:
TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc);
virtual ~TattooEngine() {}
/**
* Draw credits on the screen
*/
void drawCredits();
/**
* Blit the drawn credits to the screen
*/
void blitCredits();
/**
* Erase any area of the screen covered by credits
*/
void eraseCredits();
};
} // End of namespace Tattoo
} // End of namespace Sherlock
#endif
|