SleepIsDeath/gameSource/StateObject.h

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#ifndef STATE_OBJECT_INCLUDED
#define STATE_OBJECT_INCLUDED
#include "color.h"
#include "common.h"
#include "uniqueID.h"
#include "Sprite.h"
#include "minorGems/util/SimpleVector.h"
class StateObject {
public:
// empty object with default name
StateObject();
// object loaded from file
StateObject( uniqueID inID );
// object loaded from data string
StateObject( uniqueID inID, unsigned char *inData, int inLength,
char inFromNetwork );
int getNumLayers();
// true if there's room for more layers
char canAdd( int inNumToAdd );
// add a new layer with zero offset above layer number "inLayerBelow"
// returns true on success, or false if full
char addLayer( uniqueID inSpriteID, int inLayerBelow = -1 );
void deleteLayer( int inLayer );
void editLayerSprite( int inLayer, uniqueID inSpriteID );
void editLayerOffset( int inLayer, intPair inOffset );
void editLayerTrans( int inLayer, unsigned char inTrans );
void editLayerGlow( int inLayer, char inGlowMode);
void moveLayerUp( int inLayer );
void moveLayerDown( int inLayer );
// name has at most 10 chars
void editStateObjectName( const char *inName );
uniqueID getLayerSprite( int inLayer );
intPair getLayerOffset( int inLayer );
unsigned char getLayerTrans( int inLayer );
char getLayerGlow( int inLayer );
char *getStateObjectName();
// finishes the edit, generates a new unique ID, saves result
void finishEdit( char inGenerateNewID=true );
// recursively saves to current resource pack
void saveToPack();
// implements ResourceType functions as needed by ResourcePicker
uniqueID getUniqueID();
Sprite *getSprite( char inUseTrans=false, char inCacheOK=true );
static const char *getResourceType();
static StateObject getDefaultResource();
char *getName() {
return getStateObjectName();
}
// blank object
static StateObject *sBlankObject;
static void staticInit();
static void staticFree();
void print();
// not part of state that is saved to disk
// used only by editor
int mSelectedLayer;
protected:
void setupDefault();
void initFromData( unsigned char *inData, int inLength,
char inFromNetwork );
// result destroyed by caller
unsigned char *makeBytes( int *outLength );
void readFromBytes( unsigned char *inBytes, int inLength );
void makeUniqueID();
SimpleVector<uniqueID> mSpriteLayers;
SimpleVector<intPair> mLayerOffsets;
SimpleVector<unsigned char> mLayerTrans;
SimpleVector<unsigned char> mLayerGlow;
char mName[11];
uniqueID mID;
};
#endif