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/* 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