/* 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 . * */ #include "common/foreach.h" #include "engines/grim/animation.h" #include "engines/grim/resource.h" #include "engines/grim/model.h" #include "engines/grim/debug.h" #include "engines/grim/savegame.h" namespace Grim { Animation::Animation(const Common::String &keyframe, AnimManager *manager, int pr1, int pr2) : _manager(manager), _priority1(pr1), _priority2(pr2), _paused(true), _active(false), _time(-1), _fade(1.f), _fadeMode(None) { _keyframe = g_resourceloader->getKeyframe(keyframe); } Animation::~Animation() { deactivate(); } void Animation::activate() { if (!_active) { _active = true; _manager->addAnimation(this, _priority1, _priority2); } } void Animation::deactivate() { if (_active) { _active = false; _manager->removeAnimation(this); } } void Animation::play(RepeatMode repeatMode) { _repeatMode = repeatMode; if (_repeatMode != Looping) _time = -1; _paused = false; // Reset the fading, so that a fading out a chore and playing another one with an animation in common // results in the animation being actually played. (You can check that with Olivia by the car in set me, // when jumping with j+ts; me.olivia_search_idles() in me.lua) if (_fadeMode == FadeOut) _fadeMode = None; activate(); } void Animation::fade(FadeMode fadeMode, int fadeLength) { if (!_active) { if (fadeMode == FadeIn) { _repeatMode = PauseAtEnd; _time = -1; _fade = 0.f; _paused = false; } } _fadeMode = fadeMode; _fadeLength = fadeLength; } void Animation::pause(bool p) { _paused = p; } void Animation::stop() { _fadeMode = None; _time = -1; _fade = 1.f; _paused = false; deactivate(); } bool Animation::getIsActive() const { return _active; } Animation::FadeMode Animation::getFadeMode() const { return _fadeMode; } int Animation::update(uint time) { // For first time through newTime will be 0 int newTime = 0; if (_time >= 0 && !_paused) newTime = _time + time; int marker = 0; if (!_paused) { marker = _keyframe->getMarker(_time / 1000.f, newTime / 1000.f); _time = newTime; } int animLength = (int)(_keyframe->getLength() * 1000); if (_fadeMode != None) { if (_fadeMode == FadeIn) { _fade += (float)time / (float)_fadeLength; if (_fade >= 1.f) { _fade = 1.f; _fadeMode = None; } } else { _fade -= (float)time / (float)_fadeLength; if (_fade <= 0.f) { _fade = 0.f; // Don't reset the _fadeMode here. This way if fadeOut() was called // on a looping chore its keyframe animations will remain faded out // when it calls play() again. deactivate(); return 0; } } } else { _fade = 1.f; } if (_time > animLength) { // What to do at end? switch (_repeatMode) { case Once: if (_fadeMode == None) deactivate(); else _time = animLength; break; case Looping: _time = -1; break; case PauseAtEnd: _time = animLength; _paused = true; break; case FadeAtEnd: if (_fadeMode != FadeOut) { _fadeMode = FadeOut; _fadeLength = 250; } _time = animLength; break; default: Debug::warning(Debug::Keyframes, "Unknown repeat mode %d for keyframe %s", _repeatMode, _keyframe->getFilename().c_str()); } } return marker; } void Animation::saveState(SaveGame *state) const { state->writeBool(_active); state->writeLESint32((int)_repeatMode); state->writeLESint32(_time); state->writeLESint32((int)_fadeMode); state->writeFloat(_fade); state->writeLESint32(_fadeLength); state->writeBool(_paused); } void Animation::restoreState(SaveGame *state) { bool active = state->readBool(); _repeatMode = (RepeatMode)state->readLESint32(); _time = state->readLESint32(); _fadeMode = (FadeMode)state->readLESint32(); _fade = state->readFloat(); _fadeLength = state->readLESint32(); _paused = state->readBool(); if (active) activate(); } /** * @class AnimManager */ AnimManager::AnimManager() { } AnimManager::~AnimManager() { foreach (const AnimationEntry &entry, _activeAnims) { Animation *anim = entry._anim; // Don't call deactivate() here so we don't mess with the list we're using. anim->_manager = nullptr; anim->_active = false; } } void AnimManager::addAnimation(Animation *anim, int priority1, int priority2) { // Keep the list of animations sorted by priorities in descending order. Because // the animations have two different priorities, we add the animation to the list // with both priorities. Common::List::iterator i; AnimationEntry entry; entry._anim = anim; entry._priority = priority1; entry._tagged = false; for (i = _activeAnims.begin(); i != _activeAnims.end(); ++i) { if (i->_priority < entry._priority) { _activeAnims.insert(i, entry); break; } } if (i == _activeAnims.end()) _activeAnims.push_back(entry); entry._priority = priority2; entry._tagged = true; for (i = _activeAnims.begin(); i != _activeAnims.end(); ++i) { if (i->_priority < entry._priority) { _activeAnims.insert(i, entry); break; } } if (i == _activeAnims.end()) _activeAnims.push_back(entry); } void AnimManager::removeAnimation(const Animation *anim) { Common::List::iterator i; for (i = _activeAnims.begin(); i != _activeAnims.end(); ++i) { if (i->_anim == anim) { i = _activeAnims.erase(i); --i; } } } void AnimManager::animate(ModelNode *hier, int numNodes) { // Apply animation to each hierarchy node separately. for (int i = 0; i < numNodes; i++) { float remainingWeight = 1.0f; int currPriority = -1; float layerWeight = 0.0f; // The animations are layered so that animations with a higher priority // are played regardless of the blend weights of lower priority animations. // The highest priority layer gets as much weight as it wants, while the // next layer gets the remaining amount and so on. for (Common::List::iterator j = _activeAnims.begin(); j != _activeAnims.end(); ++j) { if (currPriority != j->_priority) { remainingWeight *= 1.0f - layerWeight; layerWeight = 0.0f; for (Common::List::iterator k = j; k != _activeAnims.end(); ++k) { if (j->_priority != k->_priority) break; float time = k->_anim->_time / 1000.0f; if (k->_anim->_keyframe->isNodeAnimated(hier, i, time, k->_tagged)) layerWeight += k->_anim->_fade; } currPriority = j->_priority; if (remainingWeight <= 0.0f) break; } float time = j->_anim->_time / 1000.0f; float weight = j->_anim->_fade; if (layerWeight > 1.0f) weight /= layerWeight; weight *= remainingWeight; j->_anim->_keyframe->animate(hier, i, time, weight, j->_tagged); } } } }