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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_BFRAME_H
#define WINTERMUTE_BFRAME_H
#include "BScriptable.h"
#include "coll_templ.h"
namespace WinterMute {
class CBSound;
class CBSubFrame;
class CBObject;
class CScScript;
class CScStack;
class CBFrame: public CBScriptable {
public:
bool _killSound;
bool _keyframe;
HRESULT OneTimeDisplay(CBObject *Owner, bool Muted = false);
DECLARE_PERSISTENT(CBFrame, CBScriptable)
CBSound *_sound;
bool _editorExpanded;
bool GetBoundingRect(LPRECT Rect, int X, int Y, float ScaleX = 100, float ScaleY = 100);
HRESULT SaveAsText(CBDynBuffer *Buffer, int Indent);
int _moveY;
int _moveX;
uint32 _delay;
CBArray<CBSubFrame *, CBSubFrame *> _subframes;
HRESULT Draw(int X, int Y, CBObject *Register = NULL, float ZoomX = 100, float ZoomY = 100, bool Precise = true, uint32 Alpha = 0xFFFFFFFF, bool AllFrames = false, float Rotate = 0.0f, TSpriteBlendMode BlendMode = BLEND_NORMAL);
HRESULT LoadBuffer(byte *Buffer, int LifeTime, bool KeepLoaded);
CBFrame(CBGame *inGame);
virtual ~CBFrame();
CBArray<char *, char *> _applyEvent;
// scripting interface
virtual CScValue *ScGetProperty(char *Name);
virtual HRESULT ScSetProperty(char *Name, CScValue *Value);
virtual HRESULT ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, char *Name);
virtual char *ScToString();
};
} // end of namespace WinterMute
#endif
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