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https://github.com/libretro/scummvm.git
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131 lines
4.0 KiB
C++
131 lines
4.0 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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* 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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* 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_ANIOBJECT_H
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#define GOB_ANIOBJECT_H
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#include "common/system.h"
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#include "gob/backbuffer.h"
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namespace Gob {
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class ANIFile;
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class CMPFile;
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class Surface;
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/** An ANI object, controlling an animation within an ANI file. */
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class ANIObject : public BackBuffer {
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public:
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enum Mode {
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kModeContinuous, ///< Play the animation continuously.
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kModeOnce ///< Play the animation only once.
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};
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/** Create an animation object from an ANI file. */
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ANIObject(const ANIFile &ani);
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/** Create an animation object from a CMP sprite. */
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ANIObject(const CMPFile &cmp);
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virtual ~ANIObject();
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/** Make the object visible/invisible. */
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void setVisible(bool visible);
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/** Is the object currently visible? */
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bool isVisible() const;
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/** Pause/Unpause the animation. */
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void setPause(bool pause);
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/** Is the animation currently paused? */
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bool isPaused() const;
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/** Set the animation mode. */
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void setMode(Mode mode);
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/** Set the current position to the animation's default. */
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virtual void setPosition();
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/** Set the current position. */
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virtual void setPosition(int16 x, int16 y);
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/** Return the current position. */
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void getPosition(int16 &x, int16 &y) const;
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/** Return the frame position after another n frames. */
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void getFramePosition(int16 &x, int16 &y, uint16 n = 0) const;
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/** Return the current frame size after another n frames. */
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void getFrameSize(int16 &width, int16 &height, uint16 n = 0) const;
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/** Are there coordinates within the animation sprite? */
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bool isIn(int16 x, int16 y) const;
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/** Is this object within the animation sprite? */
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bool isIn(const ANIObject &obj) const;
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/** Set the animation number. */
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void setAnimation(uint16 animation);
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/** Rewind the current animation to the first frame. */
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void rewind();
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/** Set the animation to a specific frame. */
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void setFrame(uint16 frame);
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/** Return the current animation number. */
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uint16 getAnimation() const;
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/** Return the current frame number. */
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uint16 getFrame() const;
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/** Is this the last frame within this animation cycle? */
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bool lastFrame() const;
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/** Draw the current frame onto the surface and return the affected rectangle. */
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virtual bool draw(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom);
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/** Draw the current frame from the surface and return the affected rectangle. */
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virtual bool clear(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom);
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/** Advance the animation to the next frame. */
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virtual void advance();
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private:
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const ANIFile *_ani; ///< The managed ANI file.
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const CMPFile *_cmp; ///< The managed CMP file.
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uint16 _animation; ///< The current animation number
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uint16 _frame; ///< The current frame.
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bool _visible; ///< Is the object currently visible?
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bool _paused; ///< Is the animation currently paused?
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Mode _mode; ///< The animation mode.
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int16 _x; ///< The current X position.
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int16 _y; ///< The current Y position.
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bool drawCMP(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom);
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bool drawANI(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom);
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};
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} // End of namespace Gob
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#endif // GOB_ANIOBJECT_H
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