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https://github.com/libretro/scummvm.git
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153 lines
4.6 KiB
C++
153 lines
4.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM 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 program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; 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 GOB_ANIFILE_H
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#define GOB_ANIFILE_H
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#include "common/system.h"
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#include "common/str.h"
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#include "common/array.h"
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#include "common/list.h"
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namespace Common {
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class SeekableSubReadStreamEndian;
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}
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namespace Gob {
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class GobEngine;
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class Surface;
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class CMPFile;
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/** An ANI file, describing an animation.
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*
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* Used in hardcoded "actiony" parts of gob games.
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* The principle is similar to an Anim in Scenery (see scenery.cpp), but
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* instead of referencing indices in the sprites array, ANIs reference sprites
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* directly by filename.
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*/
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class ANIFile {
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public:
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/** The relative area a frame sprite occupies. */
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struct FrameArea {
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int16 left;
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int16 top;
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int16 right;
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int16 bottom;
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};
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/** An animation within an ANI file. */
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struct Animation {
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Common::String name; ///< The name of the animation.
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uint16 frameCount; ///< The number of frames in this animation.
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int16 x; ///< The default x position for this animation.
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int16 y; ///< The default y position for this animation.
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bool transp; ///< Should the animation frames be drawn with transparency?
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int16 deltaX; ///< # of pixels to advance in X direction after each cycle.
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int16 deltaY; ///< # of pixels to advance in Y direction after each cycle.
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/** The relative area each frame sprite occupies. */
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Common::Array<FrameArea> frameAreas;
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uint16 width; ///< The maximum width of this animation's frames.
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uint16 height; ///< The maximum height of this animation's frames.
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};
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ANIFile(GobEngine *vm, const Common::String &fileName,
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uint16 width = 320, uint8 bpp = 1);
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~ANIFile();
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/** Return the number of animations in this ANI file. */
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uint16 getAnimationCount() const;
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/** Return the maximum size of all animation frames. */
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void getMaxSize(uint16 &width, uint16 &height) const;
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/** Get this animation's properties. */
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const Animation &getAnimationInfo(uint16 animation) const;
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/** Draw an animation frame. */
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void draw(Surface &dest, uint16 animation, uint16 frame, int16 x, int16 y) const;
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/** Recolor the animation sprites. */
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void recolor(uint8 from, uint8 to);
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private:
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typedef Common::Array<CMPFile *> LayerArray;
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typedef Common::Array<Animation> AnimationArray;
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/** A "chunk" of an animation frame. */
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struct AnimationChunk {
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int16 x; ///< The relative x offset of this chunk.
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int16 y; ///< The relative y offset of this chunk.
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uint16 layer; ///< The layer the chunk's sprite is on.
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uint16 part; ///< The layer part the chunk's sprite is.
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};
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typedef Common::List<AnimationChunk> ChunkList;
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typedef Common::Array<ChunkList> FrameArray;
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typedef Common::Array<FrameArray> AnimationFrameArray;
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GobEngine *_vm;
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uint16 _width; ///< The width of a sprite layer.
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uint8 _bpp; ///< Number of bytes per pixel in a sprite layer.
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byte _hasPadding;
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LayerArray _layers; ///< The animation sprite layers.
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AnimationArray _animations; ///< The animations.
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AnimationFrameArray _frames; ///< The animation frames.
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uint16 _maxWidth;
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uint16 _maxHeight;
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// Loading helpers
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void load(Common::SeekableSubReadStreamEndian &ani, const Common::String &fileName);
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CMPFile *loadLayer(Common::SeekableSubReadStreamEndian &ani);
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void loadAnimation(Animation &animation, FrameArray &frames,
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Common::SeekableSubReadStreamEndian &ani);
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void loadFrames(FrameArray &frames, Common::SeekableSubReadStreamEndian &ani);
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// Drawing helpers
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bool getCoordinates(uint16 layer, uint16 part,
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uint16 &left, uint16 &top, uint16 &right, uint16 &bottom) const;
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void drawLayer(Surface &dest, uint16 layer, uint16 part,
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int16 x, int16 y, int32 transp) const;
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};
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} // End of namespace Gob
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#endif // GOB_ANIFILE_H
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