/* 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 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ // Based on code by omergilad. #ifndef GUI_ANIMATION_WAITFORCONDITIONANIMATION_H #define GUI_ANIMATION_WAITFORCONDITIONANIMATION_H #include "gui/animation/Animation.h" namespace GUI { class Condition { public: virtual ~Condition() {} virtual bool evaluate() = 0; }; typedef Common::SharedPtr ConditionPtr; /** * Used for delaying the animation sequence until a certain condition has been met */ class WaitForConditionAnimation: public Animation { public: WaitForConditionAnimation() {} virtual ~WaitForConditionAnimation() {} virtual void update(Drawable *drawable, long currentTime) { // Check the condition - if it has been met, finish. if (_condition.get() != NULL && _condition->evaluate()) { finishAnimation(); } } ConditionPtr getCondition() const { return _condition; } void setCondition(ConditionPtr condition) { _condition = condition; } private: ConditionPtr _condition; }; } // End of namespace GUI #endif /* GUI_ANIMATION_WAITFORCONDITIONANIMATION_H */