doom3-bfg/neo/swf/SWF_Sprites.h
2012-11-26 12:58:24 -06:00

81 lines
3 KiB
C++

/*
===========================================================================
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_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<idSWFBitStream, TAG_SWF> doInitActions;
byte * commandBuffer;
};
#endif // !__SWF_SPRITES_H__