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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_SUBFRAME_H
#define WINTERMUTE_BASE_SUBFRAME_H
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/base/base_scriptable.h"
namespace Wintermute {
class BaseObject;
class BaseSurface;
class BaseSubFrame : public BaseScriptable {
public:
bool _mirrorX;
bool _mirrorY;
bool _decoration;
bool setSurface(const Common::String &filename, bool defaultCK = true, byte ckRed = 0, byte ckGreen = 0, byte ckBlue = 0, int lifeTime = -1, bool keepLoaded = false);
bool setSurfaceSimple();
DECLARE_PERSISTENT(BaseSubFrame, BaseScriptable)
void setDefaultRect();
uint32 _transparent;
bool saveAsText(BaseDynamicBuffer *buffer, int indent) { return saveAsText(buffer, indent, true); }
bool saveAsText(BaseDynamicBuffer *buffer, int indent, bool complete);
bool _editorSelected;
BaseSubFrame(BaseGame *inGame);
virtual ~BaseSubFrame();
bool loadBuffer(byte *buffer, int lifeTime, bool keepLoaded);
bool draw(int x, int y, BaseObject *registerOwner = NULL, float zoomX = 100, float zoomY = 100, bool precise = true, uint32 alpha = 0xFFFFFFFF, float rotate = 0.0f, TSpriteBlendMode blendMode = BLEND_NORMAL);
bool getBoundingRect(Rect32 *rect, int x, int y, float scaleX = 100, float scaleY = 100);
const char* getSurfaceFilename();
int _hotspotX;
int _hotspotY;
uint32 _alpha;
// These two setters and getters are rather usefull, as they allow _rect to be lazily defined
// Thus we don't need to load the actual graphics before the rect is actually needed.
Rect32 getRect();
void setRect(Rect32 rect);
private:
bool _wantsDefaultRect;
Rect32 _rect;
char *_surfaceFilename;
public:
bool _cKDefault;
byte _cKRed;
byte _cKGreen;
byte _cKBlue;
int _lifeTime;
bool _keepLoaded;
bool _2DOnly;
bool _3DOnly;
BaseSurface *_surface;
// scripting interface
virtual ScValue *scGetProperty(const Common::String &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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