/* 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 GOB_PREGOB_PREGOB_H #define GOB_PREGOB_PREGOB_H #include "gob/util.h" #include "gob/pregob/txtfile.h" namespace Gob { class GobEngine; class Surface; class ANIObject; class PreGob { public: PreGob(GobEngine *vm); virtual ~PreGob(); virtual void run() = 0; protected: void initScreen(); ///< Initialize the game screen. void fadeOut(); ///< Fade to black. void fadeIn(); ///< Fade to the current palette. void clearScreen(); /** Change the palette. * * @param palette The palette to change to. * @param size Size of the palette in colors. */ void setPalette(const byte *palette, uint16 size); ///< Change the palette void addCursor(); void removeCursor(); void setCursor(Surface &sprite, int16 hotspotX, int16 hotspotY); void setCursor(Surface &sprite, int16 left, int16 top, int16 right, int16 bottom, int16 hotspotX, int16 hotspotY); void showCursor(); void hideCursor(); bool isCursorVisible() const; void endFrame(bool doInput); int16 checkInput(int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons); int16 waitInput (int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons); int16 waitInput(); bool hasInput(); void clearAnim(ANIObject &ani); void drawAnim(ANIObject &ani); void redrawAnim(ANIObject &ani); TXTFile *loadTXT(const Common::String &txtFile, TXTFile::Format format) const; GobEngine *_vm; private: bool _fadedOut; ///< Did we fade out? }; } // End of namespace Gob #endif // GOB_PREGOB_PREGOB_H