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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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
// -----------------------------------------------------------------------------
// System Includes
// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// Engine Includes
// -----------------------------------------------------------------------------
#include "sword25/kernel/common.h"
#include "sword25/gfx/renderobject.h"
namespace Sword25 {
// -----------------------------------------------------------------------------
// Forward Declarations
// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// Class Definition
// -----------------------------------------------------------------------------
/**
@brief
*/
class TimedRenderObject : public RenderObject {
public:
TimedRenderObject(RenderObjectPtr<RenderObject> pParent, TYPES Type, unsigned int Handle = 0);
~TimedRenderObject();
/**
@brief Teilt dem Objekt mit, dass ein neuer Frame begonnen wird.
Diese Methode wird jeden Frame an jedem BS_TimedRenderObject aufgerufen um diesen zu erm�glichen
ihren Zustand Zeitabh�ngig zu ver�ndern (z.B. Animationen).<br>
@param int TimeElapsed gibt an wie viel Zeit (in Microsekunden) seit dem letzten Frame vergangen ist.
*/
virtual void FrameNotification(int TimeElapsed) = 0;
};
} // End of namespace Sword25
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