doom3-bfg/neo/swf/SWF_SpriteInstance.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __SWF_SPRITEINSTANCE_H__
#define __SWF_SPRITEINSTANCE_H__
/*
================================================
There can be multiple instances of a single sprite running
================================================
*/
class idSWFSpriteInstance {
public:
idSWFSpriteInstance();
~idSWFSpriteInstance();
void Init( idSWFSprite * sprite, idSWFSpriteInstance * parent, int depth );
bool Run();
bool RunActions();
const char * GetName() const { return name.c_str(); }
idSWFScriptObject * GetScriptObject() { return scriptObject; }
void SetAlignment( float x, float y ) { xOffset = x; yOffset = y; }
void SetMaterial( const idMaterial * material, int width = -1, int height = -1 );
void SetVisible( bool visible );
bool IsVisible() { return isVisible; }
void PlayFrame( const idSWFParmList & parms );
void PlayFrame( const char * frameName ) {
idSWFParmList parms;
parms.Append( frameName );
PlayFrame( parms );
}
void PlayFrame( const int frameNum ) {
idSWFParmList parms;
parms.Append( frameNum );
PlayFrame( parms );
}
void StopFrame( const idSWFParmList & parms );
void StopFrame( const char * frameName ) {
idSWFParmList parms;
parms.Append( frameName );
StopFrame( parms );
}
void StopFrame( const int frameNum ) {
idSWFParmList parms;
parms.Append( frameNum );
StopFrame( parms );
}
// FIXME: Why do all the Set functions have defaults of -1.0f? This seems arbitrar.
// Probably better to not have a default at all, so any non-parametized calls throw a
// compilation error.
float GetXPos() const;
float GetYPos( bool overallPos = false ) const;
void SetXPos( float xPos = -1.0f );
void SetYPos( float yPos = -1.0f );
void SetPos( float xPos = -1.0f, float yPos = -1.0f );
void SetAlpha( float val );
void SetScale( float x = -1.0f, float y = -1.0f );
void SetMoveToScale( float x = -1.0f, float y = -1.0f );
bool UpdateMoveToScale( float speed ); // returns true if the update was successful
void SetRotation( float rot );
uint16 GetCurrentFrame() { return currentFrame; }
bool IsPlaying() const { return isPlaying; }
int GetStereoDepth() { return stereoDepth; }
// Removing the private access control statement due to cl 214702
// Apparently MS's C++ compiler supports the newer C++ standard, and GCC supports C++03
// In the new C++ standard, nested members of a friend class have access to private/protected members of the class granting friendship
// In C++03, nested members defined in a friend class do NOT have access to private/protected members of the class granting friendship friend class idSWF;
bool isPlaying;
bool isVisible;
bool childrenRunning;
bool firstRun;
// currentFrame is the frame number currently in the displayList
// we use 1 based frame numbers because currentFrame = 0 means nothing is in the display list
// it's also convenient because Flash also uses 1 based frame numbers
uint16 currentFrame;
uint16 frameCount;
// the sprite this is an instance of
idSWFSprite * sprite;
// sprite instances can be nested
idSWFSpriteInstance * parent;
// depth of this sprite instance in the parent's display list
int depth;
// if this is set, apply this material when rendering any child shapes
int itemIndex;
const idMaterial * materialOverride;
uint16 materialWidth;
uint16 materialHeight;
float xOffset;
float yOffset;
float moveToXScale;
float moveToYScale;
float moveToSpeed;
int stereoDepth;
idSWFScriptObject * scriptObject;
// children display entries
idList< swfDisplayEntry_t, TAG_SWF > displayList;
swfDisplayEntry_t * FindDisplayEntry( int depth );
// name of this sprite instance
idStr name;
struct swfAction_t {
const byte * data;
uint32 dataLength;
};
idList< swfAction_t, TAG_SWF > actions;
idSWFScriptFunction_Script * actionScript;
idSWFScriptVar onEnterFrame;
//idSWFScriptVar onLoad;
// Removing the private access control statement due to cl 214702
// Apparently MS's C++ compiler supports the newer C++ standard, and GCC supports C++03
// In the new C++ standard, nested members of a friend class have access to private/protected members of the class granting friendship
// In C++03, nested members defined in a friend class do NOT have access to private/protected members of the class granting friendship
//----------------------------------
// SWF_PlaceObject.cpp
//----------------------------------
void PlaceObject2( idSWFBitStream & bitstream );
void PlaceObject3( idSWFBitStream & bitstream );
void RemoveObject2( idSWFBitStream & bitstream );
//----------------------------------
// SWF_Sounds.cpp
//----------------------------------
void StartSound( idSWFBitStream & bitstream );
//----------------------------------
// SWF_SpriteInstance.cpp
//----------------------------------
void NextFrame();
void PrevFrame();
void RunTo( int frameNum );
void Play();
void Stop();
void FreeDisplayList();
swfDisplayEntry_t * AddDisplayEntry( int depth, int characterID );
void RemoveDisplayEntry( int depth );
void SwapDepths( int depth1, int depth2 );
void DoAction( idSWFBitStream & bitstream );
idSWFSpriteInstance * FindChildSprite( const char * childName );
idSWFSpriteInstance * ResolveTarget( const char * targetName );
uint32 FindFrame( const char * frameLabel ) const;
bool FrameExists( const char * frameLabel ) const;
bool IsBetweenFrames( const char * frameLabel1, const char * frameLabel2 ) const;
};
/*
================================================
This is the prototype object that all the sprite instance script objects reference
================================================
*/
class idSWFScriptObject_SpriteInstancePrototype : public idSWFScriptObject {
public:
idSWFScriptObject_SpriteInstancePrototype();
#define SWF_SPRITE_FUNCTION_DECLARE( x ) \
class idSWFScriptFunction_##x : public idSWFScriptFunction { \
public: \
void AddRef() {} \
void Release() {} \
idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms ); \
} scriptFunction_##x
SWF_SPRITE_FUNCTION_DECLARE( duplicateMovieClip );
SWF_SPRITE_FUNCTION_DECLARE( gotoAndPlay );
SWF_SPRITE_FUNCTION_DECLARE( gotoAndStop );
SWF_SPRITE_FUNCTION_DECLARE( swapDepths );
SWF_SPRITE_FUNCTION_DECLARE( nextFrame );
SWF_SPRITE_FUNCTION_DECLARE( prevFrame );
SWF_SPRITE_FUNCTION_DECLARE( play );
SWF_SPRITE_FUNCTION_DECLARE( stop );
SWF_NATIVE_VAR_DECLARE( _x );
SWF_NATIVE_VAR_DECLARE( _y );
SWF_NATIVE_VAR_DECLARE( _xscale );
SWF_NATIVE_VAR_DECLARE( _yscale );
SWF_NATIVE_VAR_DECLARE( _alpha );
SWF_NATIVE_VAR_DECLARE( _brightness );
SWF_NATIVE_VAR_DECLARE( _visible );
SWF_NATIVE_VAR_DECLARE( _width );
SWF_NATIVE_VAR_DECLARE( _height );
SWF_NATIVE_VAR_DECLARE( _rotation );
SWF_NATIVE_VAR_DECLARE_READONLY( _name );
SWF_NATIVE_VAR_DECLARE_READONLY( _currentframe );
SWF_NATIVE_VAR_DECLARE_READONLY( _totalframes );
SWF_NATIVE_VAR_DECLARE_READONLY( _target );
SWF_NATIVE_VAR_DECLARE_READONLY( _framesloaded );
SWF_NATIVE_VAR_DECLARE_READONLY( _droptarget );
SWF_NATIVE_VAR_DECLARE_READONLY( _url );
SWF_NATIVE_VAR_DECLARE_READONLY( _highquality );
SWF_NATIVE_VAR_DECLARE_READONLY( _focusrect );
SWF_NATIVE_VAR_DECLARE_READONLY( _soundbuftime );
SWF_NATIVE_VAR_DECLARE_READONLY( _quality );
SWF_NATIVE_VAR_DECLARE_READONLY( _mousex );
SWF_NATIVE_VAR_DECLARE_READONLY( _mousey );
SWF_NATIVE_VAR_DECLARE( _stereoDepth );
SWF_NATIVE_VAR_DECLARE( _itemindex );
SWF_NATIVE_VAR_DECLARE( material );
SWF_NATIVE_VAR_DECLARE( materialWidth );
SWF_NATIVE_VAR_DECLARE( materialHeight );
SWF_NATIVE_VAR_DECLARE( xOffset );
SWF_NATIVE_VAR_DECLARE( onEnterFrame );
//SWF_NATIVE_VAR_DECLARE( onLoad );
};
#endif