/* =========================================================================== 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 . 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_SPRITES_H__ #define __SWF_SPRITES_H__ /* ================================================ What the swf file format calls a "sprite" is known as a "movie clip" in Flash There is one main sprite, and many many sub-sprites Only the main sprite is allowed to add things to the dictionary ================================================ */ class idSWFSprite { public: idSWFSprite( class idSWF* swf ); ~idSWFSprite(); void Load( idSWFBitStream& bitstream, bool parseDictionary ); void Read( idFile* f ); void Write( idFile* f ); class idSWF* GetSWF() { return swf; } private: friend class idSWFSpriteInstance; friend class idSWFScriptFunction_Script; class idSWF* swf; // this is required so things can access the dictionary, it would be kind of nice if we just had an idSWFDictionary pointer instead uint16 frameCount; // frameOffsets contains offsets into the commands list for each frame // the first command for frame 3 is frameOffsets[2] and the last command is frameOffsets[3] idList< uint32, TAG_SWF > frameOffsets; struct swfFrameLabel_t { idStr frameLabel; uint32 frameNum; }; idList< swfFrameLabel_t, TAG_SWF > frameLabels; struct swfSpriteCommand_t { swfTag_t tag; idSWFBitStream stream; }; idList< swfSpriteCommand_t, TAG_SWF > commands; //// [ES-BrianBugh 1/16/10] - There can be multiple DoInitAction tags, and all need to be executed. idList doInitActions; byte* commandBuffer; }; #endif // !__SWF_SPRITES_H__