scummvm/engines/draci/animation.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 2
* 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 General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef DRACI_ANIMATION_H
#define DRACI_ANIMATION_H
#include "draci/sprite.h"
#include "draci/sound.h"
namespace Draci {
/**
* Animation IDs for those animations that don't have their IDs
* specified in the data files.
*/
enum {
kOverlayImage = -1,
kWalkingMapOverlay = -2,
kTitleText = -3,
kSpeechText = -4,
kInventorySprite = -5,
kDialogueLinesID = -6,
kUnused = -10,
kInventoryItemsID = -11
};
/**
* Default argument to Animation::getFrame() that makes it return
* the current frame instead of the user specifying it.
*/
enum { kCurrentFrame = -1 };
/**
* Used by overlays as a neutral index that won't get
* released with the GPL Release command.
*/
enum { kIgnoreIndex = -2 };
class DraciEngine;
class Animation {
typedef void (Animation::* AnimationCallback)();
public:
Animation(DraciEngine *v, int index);
~Animation();
uint getZ() const;
void setZ(uint z);
void setID(int id);
int getID() const;
void nextFrame(bool force = false);
void drawFrame(Surface *surface);
void addFrame(Drawable *frame, const SoundSample *sample);
Drawable *getFrame(int frameNum = kCurrentFrame);
void setCurrentFrame(uint frame);
uint currentFrameNum() const;
uint getFrameCount() const;
bool isPlaying() const;
void setPlaying(bool playing);
bool isPaused() const;
void setPaused(bool paused);
bool isLooping() const;
void setLooping(bool looping);
void setRelative(int relx, int rely);
int getRelativeX() const;
int getRelativeY() const;
const Displacement &getDisplacement() const { return _displacement; }
int getIndex() const;
void setIndex(int index);
void setScaleFactors(double scaleX, double scaleY);
double getScaleX() const;
double getScaleY() const;
void markDirtyRect(Surface *surface) const;
// Animation callbacks
void registerCallback(AnimationCallback callback) { _callback = callback; }
void doNothing() {}
void stopAnimation();
void exitGameLoop();
private:
uint nextFrameNum() const;
void deleteFrames();
/** Internal animation ID
* (as specified in the data files and the bytecode)
*/
int _id;
/** The recency index of an animation, i.e. the most recently added animation has
* the highest index. Some script commands need this.
*/
int _index;
uint _currentFrame;
uint _z;
bool _hasChangedFrame;
Displacement _displacement;
uint _tick;
bool _playing;
bool _looping;
bool _paused;
/** Array of frames of the animation. The animation object owns these pointers.
*/
Common::Array<Drawable *> _frames;
/** Array of samples played during the animation. The animation
* object doesn't own these pointers, but they are stored in the
* cache.
*/
Common::Array<const SoundSample *> _samples;
AnimationCallback _callback;
DraciEngine *_vm;
};
class AnimationManager {
public:
AnimationManager(DraciEngine *vm) : _vm(vm), _lastIndex(-1) {}
~AnimationManager() { deleteAll(); }
Animation *addAnimation(int id, uint z, bool playing = false);
Animation *addText(int id, bool playing = false);
Animation *addItem(int id, bool playing = false);
void addOverlay(Drawable *overlay, uint z);
void play(int id);
void stop(int id);
void pauseAnimations();
void unpauseAnimations();
void deleteAnimation(int id);
void deleteOverlays();
void deleteAll();
void drawScene(Surface *surf);
Animation *getAnimation(int id);
int getLastIndex() const;
void deleteAfterIndex(int index);
int getTopAnimationID(int x, int y) const;
private:
void sortAnimations();
void insertAnimation(Animation *anim);
DraciEngine *_vm;
/** List of animation objects, maintained sorted by decreasing Z-coordinates.
* The animation manager owns the pointers.
*/
Common::List<Animation *> _animations;
/** The index of the most recently added animation.
* See Animation::_index for details.
*/
int _lastIndex;
};
}
#endif // DRACI_ANIMATION_H