scummvm/engines/gob/anifile.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.
*
*/
#ifndef GOB_ANIFILE_H
#define GOB_ANIFILE_H
#include "common/system.h"
#include "common/str.h"
#include "common/array.h"
#include "common/list.h"
namespace Common {
class SeekableSubReadStreamEndian;
}
namespace Gob {
class GobEngine;
class Surface;
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class CMPFile;
/** An ANI file, describing an animation.
*
* Used in hardcoded "actiony" parts of gob games.
* The principle is similar to an Anim in Scenery (see scenery.cpp), but
* instead of referencing indices in the sprites array, ANIs reference sprites
* directly by filename.
*/
class ANIFile {
public:
/** The relative area a frame sprite occupies. */
struct FrameArea {
int16 left;
int16 top;
int16 right;
int16 bottom;
};
/** An animation within an ANI file. */
struct Animation {
Common::String name; ///< The name of the animation.
uint16 frameCount; ///< The number of frames in this animation.
int16 x; ///< The default x position for this animation.
int16 y; ///< The default y position for this animation.
bool transp; ///< Should the animation frames be drawn with transparency?
int16 deltaX; ///< # of pixels to advance in X direction after each cycle.
int16 deltaY; ///< # of pixels to advance in Y direction after each cycle.
/** The relative area each frame sprite occupies. */
Common::Array<FrameArea> frameAreas;
uint16 width; ///< The maximum width of this animation's frames.
uint16 height; ///< The maximum height of this animation's frames.
};
ANIFile(GobEngine *vm, const Common::String &fileName,
uint16 width = 320, uint8 bpp = 1);
~ANIFile();
/** Return the number of animations in this ANI file. */
uint16 getAnimationCount() const;
/** Return the maximum size of all animation frames. */
void getMaxSize(uint16 &width, uint16 &height) const;
/** Get this animation's properties. */
const Animation &getAnimationInfo(uint16 animation) const;
/** Draw an animation frame. */
void draw(Surface &dest, uint16 animation, uint16 frame, int16 x, int16 y) const;
private:
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typedef Common::Array<CMPFile *> LayerArray;
typedef Common::Array<Animation> AnimationArray;
/** A "chunk" of an animation frame. */
struct AnimationChunk {
int16 x; ///< The relative x offset of this chunk.
int16 y; ///< The relative y offset of this chunk.
uint16 layer; ///< The layer the chunk's sprite is on.
uint16 part; ///< The layer part the chunk's sprite is.
};
typedef Common::List<AnimationChunk> ChunkList;
typedef Common::Array<ChunkList> FrameArray;
typedef Common::Array<FrameArray> AnimationFrameArray;
GobEngine *_vm;
uint16 _width; ///< The width of a sprite layer.
uint8 _bpp; ///< Number of bytes per pixel in a sprite layer.
byte _hasPadding;
LayerArray _layers; ///< The animation sprite layers.
AnimationArray _animations; ///< The animations.
AnimationFrameArray _frames; ///< The animation frames.
uint16 _maxWidth;
uint16 _maxHeight;
// Loading helpers
void load(Common::SeekableSubReadStreamEndian &ani, const Common::String &fileName);
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CMPFile *loadLayer(Common::SeekableSubReadStreamEndian &ani);
void loadAnimation(Animation &animation, FrameArray &frames,
Common::SeekableSubReadStreamEndian &ani);
void loadFrames(FrameArray &frames, Common::SeekableSubReadStreamEndian &ani);
// Drawing helpers
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bool getCoordinates(uint16 layer, uint16 part,
uint16 &left, uint16 &top, uint16 &right, uint16 &bottom) const;
void drawLayer(Surface &dest, uint16 layer, uint16 part,
int16 x, int16 y, int32 transp) const;
};
} // End of namespace Gob
#endif // GOB_ANIFILE_H