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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_BASE_SPRITE_H
#define WINTERMUTE_BASE_SPRITE_H
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/base/base_script_holder.h"
namespace Wintermute {
class BaseFrame;
class BaseSurface;
class BaseObject;
class BaseSprite: public BaseScriptHolder {
public:
bool killAllSounds();
BaseSurface *getSurface();
char *_editorBgFile;
int _editorBgOffsetX;
int _editorBgOffsetY;
int _editorBgAlpha;
bool _streamed;
bool _streamedKeepLoaded;
void cleanup();
void setDefaults();
bool _precise;
DECLARE_PERSISTENT(BaseSprite, BaseScriptHolder)
bool _editorAllFrames;
bool getBoundingRect(Rect32 *rect, int x, int y, float scaleX = 100, float scaleY = 100);
int _moveY;
int _moveX;
bool display(int x, int y, BaseObject *registerOwner = NULL, float zoomX = 100, float zoomY = 100, uint32 alpha = 0xFFFFFFFF, float rotate = 0.0f, TSpriteBlendMode blendMode = BLEND_NORMAL);
bool getCurrentFrame(float zoomX = 100, float zoomY = 100);
bool _canBreak;
bool _editorMuted;
bool _continuous;
void reset();
BaseObject *_owner;
bool _changed;
bool _paused;
bool _finished;
bool loadBuffer(byte *buffer, bool compete = true, int lifeTime = -1, TSpriteCacheType cacheType = CACHE_ALL);
bool loadFile(const Common::String &filename, int lifeTime = -1, TSpriteCacheType cacheType = CACHE_ALL);
uint32 _lastFrameTime;
bool draw(int x, int y, BaseObject *Register = NULL, float zoomX = 100, float zoomY = 100, uint32 alpha = 0xFFFFFFFF);
bool _looping;
int _currentFrame;
bool addFrame(const char *filename, uint32 delay = 0, int hotspotX = 0, int hotspotY = 0, Rect32 *rect = NULL);
BaseSprite(BaseGame *inGame, BaseObject *owner = NULL);
virtual ~BaseSprite();
BaseArray<BaseFrame *> _frames;
bool saveAsText(BaseDynamicBuffer *buffer, int indent);
// scripting interface
virtual ScValue *scGetProperty(const char *name);
virtual bool scSetProperty(const char *name, ScValue *value);
virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
virtual const char *scToString();
};
} // end of namespace Wintermute
#endif
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