/* ResidualVM - A 3D game interpreter * * ResidualVM 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 library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA * */ #ifndef GRIM_ANIMATION_H #define GRIM_ANIMATION_H #include "engines/grim/keyframe.h" namespace Grim { class SaveGame; class AnimManager; class Animation { public: enum RepeatMode { Once = 0, Looping = 1, PauseAtEnd = 2, FadeAtEnd = 3 }; enum FadeMode { None = 0, FadeIn = 1, FadeOut = 2 }; Animation(const Common::String &keyframe, AnimManager *manager, int pr1, int pr2); ~Animation(); void activate(); void deactivate(); void play(RepeatMode repeatMode); void fade(FadeMode fadeMode, int fadeLength); void pause(bool pause); void stop(); bool getIsActive() const; FadeMode getFadeMode() const; int update(uint time); void saveState(SaveGame *state) const; void restoreState(SaveGame *state); private: AnimManager *_manager; ObjectPtr _keyframe; int _priority1; int _priority2; bool _paused; bool _active; int _time; float _fade; RepeatMode _repeatMode; FadeMode _fadeMode; int _fadeLength; friend class AnimManager; }; class AnimManager { public: AnimManager(); ~AnimManager(); void addAnimation(Animation *anim, int pr1, int pr2); void removeAnimation(Animation *anim); void animate(ModelNode *hier, int numNodes); private: struct AnimationEntry { Animation *_anim; int _priority; bool _tagged; }; Common::List _activeAnims; }; } #endif