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EMI: Add support for TEXI components
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engines/grim/emi/costume/emitexi_component.cpp
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63
engines/grim/emi/costume/emitexi_component.cpp
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@ -0,0 +1,63 @@
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/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library 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 GNU
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* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "engines/grim/costume.h"
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#include "engines/grim/debug.h"
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#include "engines/grim/material.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/emi/costumeemi.h"
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#include "engines/grim/emi/modelemi.h"
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#include "engines/grim/emi/costume/emimesh_component.h"
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#include "engines/grim/emi/costume/emitexi_component.h"
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namespace Grim {
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EMITexiComponent::EMITexiComponent(Component *parent, int parentID, const char *filename, Component *prevComponent, tag32 tag) : Component(parent, parentID, filename, tag) {
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}
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EMITexiComponent::~EMITexiComponent() {
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if (_mat)
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_mat->dereference();
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}
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void EMITexiComponent::init() {
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EMICostume *c = static_cast<EMICostume *>(_cost);
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_mat = c->findSharedMaterial(_name);
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}
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int EMITexiComponent::update(uint time) {
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return 0;
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}
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void EMITexiComponent::setKey(int k) {
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if (_mat)
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_mat->setActiveTexture(k);
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}
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void EMITexiComponent::reset() {
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}
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void EMITexiComponent::draw() {
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}
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} // end of namespace Grim
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50
engines/grim/emi/costume/emitexi_component.h
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50
engines/grim/emi/costume/emitexi_component.h
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@ -0,0 +1,50 @@
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/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library 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 GNU
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* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#ifndef GRIM_EMI_TEXI_COMPONENT_H
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#define GRIM_EMI_TEXI_COMPONENT_H
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#include "engines/grim/costume/component.h"
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#include "engines/grim/material.h"
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#include "engines/grim/resource.h"
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#include "engines/grim/model.h"
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namespace Grim {
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class EMITexiComponent : public Component {
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public:
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EMITexiComponent(Component *parent, int parentID, const char *filename, Component *prevComponent, tag32 tag);
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~EMITexiComponent();
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void init();
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int update(uint time);
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void reset();
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void draw();
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void setKey(int k);
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private:
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Material * _mat;
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};
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} // end of namespace Grim
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#endif
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@ -34,6 +34,7 @@
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#include "engines/grim/emi/costume/emimesh_component.h"
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#include "engines/grim/emi/costume/emiskel_component.h"
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#include "engines/grim/emi/costume/emisprite_component.h"
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#include "engines/grim/emi/costume/emitexi_component.h"
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#include "engines/grim/costume/main_model_component.h"
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namespace Grim {
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@ -157,8 +158,8 @@ Component *EMICostume::loadComponent(Component *parent, int parentID, const char
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//Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement SKEL-handling: %s" , name);
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return new EMISkelComponent(parent, parentID, name, prevComponent, tag);
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} else if (tag == MKTAG('t','e','x','i')) {
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Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement TEXI-handling: %s" , name);
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//return new MaterialComponent(parent, parentID, name, tag);
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// Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement TEXI-handling: %s" , name);
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return new EMITexiComponent(parent, parentID, name, prevComponent, tag);
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} else if (tag == MKTAG('a','n','i','m')) {
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//Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement ANIM-handling: %s" , name);
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return new EMIAnimComponent(parent, parentID, name, prevComponent, tag);
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@ -18,6 +18,7 @@ MODULE_OBJS := \
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emi/costume/emimesh_component.o \
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emi/costume/emiskel_component.o \
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emi/costume/emisprite_component.o \
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emi/costume/emitexi_component.o \
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emi/sound/aifftrack.o \
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emi/sound/mp3track.o \
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emi/sound/scxtrack.o \
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