// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef DECAL_ANIM_H #define DECAL_ANIM_H namespace NLMISC { class CVector2f; } namespace NLGUI { class CLuaObject; } using namespace NLGUI; class CDecal; // TODO nico : this would fit nicely in the particle system animation system (would be more flexible) class CDecalAnim { public: std::string Texture; uint DurationInMs; // float EndScaleFactor; float EndAngleInDegrees; NLMISC::CRGBA StartDiffuse; NLMISC::CRGBA EndDiffuse; NLMISC::CRGBA StartEmissive; NLMISC::CRGBA EndEmissive; public: CDecalAnim(); void updateDecal(const NLMISC::CVector2f &pos, float animRatio, CDecal &dest, float refScale) const; void buildFromLuaTable(CLuaObject &table); }; #endif