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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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_ADSENTENCE_H
#define WINTERMUTE_ADSENTENCE_H
#include "BBase.h"
#include "persistent.h"
#include "dctypes.h" // Added by ClassView
namespace WinterMute {
class CAdTalkDef;
class CBFont;
class CBSprite;
class CBSound;
class CAdSentence : public CBBase {
public:
bool _freezable;
bool _fixedPos;
CBSprite *_currentSprite;
char *_currentSkelAnim;
HRESULT Update(TDirection Dir = DI_DOWN);
HRESULT SetupTalkFile(const char *SoundFilename);
DECLARE_PERSISTENT(CAdSentence, CBBase)
HRESULT Finish();
void SetSound(CBSound *Sound);
bool _soundStarted;
CBSound *_sound;
TTextAlign _align;
HRESULT Display();
int _width;
POINT _pos;
CBFont *_font;
char *GetNextStance();
char *GetCurrentStance();
void SetStances(const char *Stances);
void SetText(const char *Text);
int _currentStance;
uint32 _startTime;
char *_stances;
char *_text;
uint32 _duration;
CAdSentence(CBGame *inGame);
virtual ~CAdSentence();
CAdTalkDef *_talkDef;
bool CanSkip();
private:
char *_tempStance;
char *GetStance(int Stance);
};
} // end of namespace WinterMute
#endif
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