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
33namespace hpl {
34
35//------------------------------------------
36
37kSaveData_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
46class cLight3DPoint : public iLight3D {
47 typedef iLight3D super;
48
49public:
50 cLight3DPoint(tString asName, cResources *apResources);
51 virtual ~cLight3DPoint() = default;
52
53 // SaveObject implementation
55 virtual void SaveToSaveData(iSaveData *apSaveData);
56 virtual void LoadFromSaveData(iSaveData *apSaveData);
57 virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
58
59private:
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: str.h:59
Definition: Game.h:91
Definition: Light3DPoint.h:46
virtual iSaveData * CreateSaveData()
virtual void SaveToSaveData(iSaveData *apSaveData)
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame)
virtual void LoadFromSaveData(iSaveData *apSaveData)
Definition: Renderer3D.h:77
Definition: Resources.h:160
Definition: SaveGame.h:183
Definition: SectorVisibility.h:136
Definition: Entity3D.h:81
Definition: Light3D.h:117
Definition: LowLevelGraphics.h:200
Definition: SaveGame.h:111