ScummVM API documentation
IntroStory.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_INTRO_STORY_H
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#define GAME_INTRO_STORY_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameTypes.h"
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using namespace
hpl
;
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class
cInit
;
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#define INTRO_IMAGE_NUM (6)
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//----------------------------------------
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class
cIntroImage
{
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public
:
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cIntroImage
();
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~
cIntroImage
();
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void
Update(
float
afTimeStep);
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void
OnDraw();
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void
FadeBrightnessTo(
float
afDarkness,
float
afTime);
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void
FadeAlphaTo(
float
afDarkness,
float
afTime);
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void
MoveTo(
const
cVector3f
&avPos,
float
afTime);
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void
Reset();
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// Variables
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cVector3f
mvCameraPosition;
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cVector3f
mvFinalPos;
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cVector3f
mvPosStep;
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float
mfPosCount;
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cVector3f
mvPosDistMul;
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tVector3fList
mlstPrevPos;
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int
mlMaxPrevPos;
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iTexture
*mpTexture;
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bool
mbActive;
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float
mfBrightness;
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float
mfBrightnessStep;
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float
mfFinalBrightness;
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float
mfAlpha;
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float
mfAlphaStep;
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float
mfFinalAlpha;
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tVertexVec
mvVtxVec;
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cInit
*mpInit;
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iLowLevelGraphics
*mpLowGfx;
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cTextureManager
*mpTexManager;
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};
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//----------------------------------------
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class
cIntroStory
:
public
iUpdateable
{
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public
:
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cIntroStory
(
cInit
*apInit);
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~
cIntroStory
();
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void
Update(
float
afTimeStep);
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void
Reset();
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void
OnDraw();
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void
OnPostSceneDraw();
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void
Exit();
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bool
IsActive() {
return
mbActive; }
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void
SetActive(
bool
abX);
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private
:
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void
SetMessage(
const
tWString
&asMess);
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void
Image00();
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void
Image01();
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void
Image02();
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void
Image03();
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void
Image04();
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void
Image05();
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bool
mbSearchNext;
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cInit
*mpInit;
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iLowLevelGraphics
*mpLowGfx;
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cTextureManager
*mpTexManager;
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cSoundHandler
*mpSoundHandler;
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iTexture
*mpBlackTexture;
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cIntroImage
mvImages[INTRO_IMAGE_NUM];
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float
mfTimerCount;
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int
mlNextStop;
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float
mfVoiceVol;
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FontData
*mpFont;
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bool
mbActive;
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tWString
msMessage;
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tWString
msCentreText;
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eButtonHandlerState mLastButtonState;
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};
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//----------------------------------------
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#endif // GAME_INTRO_STORY_H
hpl
Definition:
AI.h:36
Common::Array< cVertex >
hpl::FontData
Definition:
font_data.h:67
hpl::iTexture
Definition:
Texture.h:88
Common::List< cVector3f >
hpl::cVector3< float >
cIntroImage
Definition:
IntroStory.h:43
Common::U32String
Definition:
ustr.h:57
cIntroStory
Definition:
IntroStory.h:91
hpl::cTextureManager
Definition:
TextureManager.h:47
hpl::iUpdateable
Definition:
Updateable.h:35
hpl::cSoundHandler
Definition:
SoundHandler.h:122
cInit
Definition:
Init.h:70
hpl::iLowLevelGraphics
Definition:
LowLevelGraphics.h:200
engines
hpl1
penumbra-overture
IntroStory.h
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