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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 "engines/wintermute/Base/BScriptable.h"
#include "engines/wintermute/coll_templ.h"
namespace WinterMute {
class CBSound;
class CBSubFrame;
class CBObject;
class CScScript;
class CScStack;
class CBFrame: public CBScriptable {
public:
bool _killSound;
bool _keyframe;
bool oneTimeDisplay(CBObject *owner, bool muted = false);
DECLARE_PERSISTENT(CBFrame, CBScriptable)
CBSound *_sound;
bool _editorExpanded;
bool getBoundingRect(Rect32 *rect, int x, int y, float scaleX = 100, float scaleY = 100);
bool saveAsText(CBDynBuffer *buffer, int indent);
int _moveY;
int _moveX;
uint32 _delay;
CBArray<CBSubFrame *, CBSubFrame *> _subframes;
bool draw(int x, int y, CBObject *registerOwner = NULL, float zoomX = 100, float zoomY = 100, bool precise = true, uint32 Alpha = 0xFFFFFFFF, bool allFrames = false, float rotate = 0.0f, TSpriteBlendMode blendMode = BLEND_NORMAL);
bool loadBuffer(byte *buffer, int lifeTime, bool keepLoaded);
CBFrame(CBGame *inGame);
virtual ~CBFrame();
CBArray<const char *, const char *> _applyEvent;
// scripting interface
virtual CScValue *scGetProperty(const char *name);
virtual bool scSetProperty(const char *name, CScValue *value);
virtual bool scCallMethod(CScScript *script, CScStack *stack, CScStack *thisStack, const char *name);
virtual const char *scToString();
};
} // end of namespace WinterMute
#endif
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