ScummVM API documentation
Light3DPoint.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of HPL1 Engine.
26  */
27 
28 #ifndef HPL_LIGHT3D_POINT_H
29 #define HPL_LIGHT3D_POINT_H
30 
31 #include "hpl1/engine/scene/Light3D.h"
32 
33 namespace hpl {
34 
35 //------------------------------------------
36 
37 kSaveData_ChildClass(iLight3D, cLight3DPoint) {
38  kSaveData_ClassInit(cLight3DPoint) public :
39 
40  virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
41  virtual int GetSaveCreatePrio();
42 };
43 
44 //------------------------------------------
45 
46 class cLight3DPoint : public iLight3D {
47  typedef iLight3D super;
48 
49 public:
50  cLight3DPoint(tString asName, cResources *apResources);
51  virtual ~cLight3DPoint() = default;
52 
53  // SaveObject implementation
54  virtual iSaveData *CreateSaveData();
55  virtual void SaveToSaveData(iSaveData *apSaveData);
56  virtual void LoadFromSaveData(iSaveData *apSaveData);
57  virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
58 
59 private:
60  cSectorVisibilityContainer *CreateSectorVisibility();
61  void UpdateBoundingVolume();
62  bool CreateClipRect(cRect2l &aCliprect, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics);
63 };
64 
65 } // namespace hpl
66 
67 #endif // HPL_LIGHT3D_POINT_H
Definition: AI.h:36
Definition: Game.h:91
Definition: str.h:59
Definition: Renderer3D.h:77
virtual void SaveToSaveData(iSaveData *apSaveData)
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame)
Definition: Light3DPoint.h:46
virtual iSaveData * CreateSaveData()
Definition: Light3D.h:117
Definition: SaveGame.h:111
Definition: SectorVisibility.h:136
Definition: Resources.h:160
Definition: Entity3D.h:81
Definition: SaveGame.h:183
virtual void LoadFromSaveData(iSaveData *apSaveData)
Definition: LowLevelGraphics.h:200