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https://github.com/id-Software/DOOM-3-BFG.git
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87 lines
3 KiB
C++
87 lines
3 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __SWF_SPRITES_H__
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#define __SWF_SPRITES_H__
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/*
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================================================
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What the swf file format calls a "sprite" is known as a "movie clip" in Flash
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There is one main sprite, and many many sub-sprites
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Only the main sprite is allowed to add things to the dictionary
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================================================
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*/
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class idSWFSprite
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{
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public:
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idSWFSprite( class idSWF* swf );
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~idSWFSprite();
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void Load( idSWFBitStream& bitstream, bool parseDictionary );
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void Read( idFile* f );
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void Write( idFile* f );
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class idSWF* GetSWF()
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{
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return swf;
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}
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private:
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friend class idSWFSpriteInstance;
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friend class idSWFScriptFunction_Script;
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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
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uint16 frameCount;
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// frameOffsets contains offsets into the commands list for each frame
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// the first command for frame 3 is frameOffsets[2] and the last command is frameOffsets[3]
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idList< uint32, TAG_SWF > frameOffsets;
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struct swfFrameLabel_t
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{
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idStr frameLabel;
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uint32 frameNum;
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};
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idList< swfFrameLabel_t, TAG_SWF > frameLabels;
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struct swfSpriteCommand_t
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{
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swfTag_t tag;
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idSWFBitStream stream;
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};
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idList< swfSpriteCommand_t, TAG_SWF > commands;
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//// [ES-BrianBugh 1/16/10] - There can be multiple DoInitAction tags, and all need to be executed.
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idList<idSWFBitStream, TAG_SWF> doInitActions;
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byte* commandBuffer;
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};
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#endif // !__SWF_SPRITES_H__
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