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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.
*
*/
#ifndef SCRIPTING_EFFECT_H_INCLUDED
#define SCRIPTING_EFFECT_H_INCLUDED
namespace Common {
class SeekableReadStream;
struct Point;
class WriteStream;
}
namespace ZVision {
class ZVision;
/**
* The base class that represents effects created from Actions.
* This class is virtual.
*
* Detailed Description:
* A scene has Controls. By interacting with the controls, the user
* causes Actions to execute. Certain Actions create 'effects', for
* example, a sound or an animation. This is the base class for
* those effects.
*/
class ScriptingEffect {
public:
enum ScriptingEffectType {
SCRIPTING_EFFECT_ANIM = 1,
SCRIPTING_EFFECT_AUDIO = 2,
SCRIPTING_EFFECT_DISTORT = 4,
SCRIPTING_EFFECT_PANTRACK = 8,
SCRIPTING_EFFECT_REGION = 16,
SCRIPTING_EFFECT_TIMER = 32,
SCRIPTING_EFFECT_TTYTXT = 64,
SCRIPTING_EFFECT_UNKNOWN = 128,
SCRIPTING_EFFECT_ALL = 255
};
ScriptingEffect() : _engine(0), _key(0), _type(SCRIPTING_EFFECT_UNKNOWN) {}
ScriptingEffect(ZVision *engine, uint32 key, ScriptingEffectType type) : _engine(engine), _key(key), _type(type) {}
virtual ~ScriptingEffect() {}
uint32 getKey() {
return _key;
}
ScriptingEffectType getType() {
return _type;
}
virtual bool process(uint32 deltaTimeInMillis) {
return false;
}
/**
* Serialize a SideFX for save game use. This should only be used if a SideFX needs
* to save values that would be different from initialization. AKA a TimerNode needs to
* store the amount of time left on the timer. Any Controls overriding this *MUST* write
* their key as the first data outputted. The default implementation is NOP.
*
* NOTE: If this method is overridden, you MUST also override deserialize()
* and needsSerialization()
*
* @param stream Stream to write any needed data to
*/
virtual void serialize(Common::WriteStream *stream) {}
/**
* De-serialize data from a save game stream. This should only be implemented if the
* SideFX also implements serialize(). The calling method assumes the size of the
* data read from the stream exactly equals that written in serialize(). The default
* implementation is NOP.
*
* NOTE: If this method is overridden, you MUST also override serialize()
* and needsSerialization()
*
* @param stream Save game file stream
*/
virtual void deserialize(Common::SeekableReadStream *stream) {}
/**
* If a SideFX overrides serialize() and deserialize(), this should return true
*
* @return Does the SideFX need save game serialization?
*/
virtual inline bool needsSerialization() {
return false;
}
virtual bool stop() {
return true;
}
virtual void kill() {}
protected:
ZVision *_engine;
uint32 _key;
ScriptingEffectType _type;
// Static member functions
public:
};
} // End of namespace ZVision
#endif // SCRIPTING_EFFECT_H_INCLUDED
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