mirror of
https://github.com/libretro/scummvm.git
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227 lines
6.4 KiB
C++
227 lines
6.4 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 DRACI_ANIMATION_H
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#define DRACI_ANIMATION_H
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#include "common/array.h"
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#include "common/list.h"
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#include "common/rect.h"
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#include "draci/sprite.h"
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namespace Draci {
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/**
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* Animation IDs for those animations that don't have their IDs
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* specified in the data files.
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*/
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enum {
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kOverlayImage = -1,
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kWalkingMapOverlay = -2,
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kWalkingShortestPathOverlay = -3,
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kWalkingObliquePathOverlay = -4,
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kTitleText = -5,
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kSpeechText = -6,
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kInventorySprite = -7,
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kDialogueLinesID = -8,
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kUnused = -12,
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kInventoryItemsID = -13
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};
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/**
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* Used by overlays as a neutral index that won't get
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* released with the GPL Release command.
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*/
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enum { kIgnoreIndex = -2 };
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class DraciEngine;
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class Surface;
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struct SoundSample;
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class Animation {
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typedef void (Animation::* AnimationCallback)();
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public:
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Animation(DraciEngine *v, int id, uint z, bool playing);
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~Animation();
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uint getZ() const { return _z; }
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void setZ(uint z) { _z = z; }
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void setID(int id) { _id = id; }
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int getID() const { return _id; }
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void nextFrame(bool force);
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void drawFrame(Surface *surface);
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void addFrame(Drawable *frame, const SoundSample *sample);
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void replaceFrame(int i, Drawable *frame, const SoundSample *sample);
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const Drawable *getConstCurrentFrame() const;
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Drawable *getCurrentFrame();
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Drawable *getFrame(int frameNum);
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void setCurrentFrame(uint frame);
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uint currentFrameNum() const { return _currentFrame; }
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uint getFrameCount() const { return _frames.size(); }
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void makeLastFrameRelative(int x, int y);
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void clearShift();
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bool isPlaying() const { return _playing; }
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void setPlaying(bool playing);
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bool isPaused() const { return _paused; }
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void setPaused(bool paused) { _paused = paused; }
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bool isLooping() const { return _looping; }
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void setLooping(bool looping);
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void setIsRelative(bool value) { _isRelative = value; }
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bool isRelative() const { return _isRelative; }
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void setRelative(int relx, int rely);
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int getRelativeX() const { return _displacement.relX; }
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int getRelativeY() const { return _displacement.relY; }
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const Displacement &getDisplacement() const { return _displacement; } // displacement of the whole animation
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Displacement getCurrentFrameDisplacement() const; // displacement of the current frame (includes _shift)
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Common::Point getCurrentFramePosition() const; // with displacement and shift applied
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void supportsQuickAnimation(bool val) { _canBeQuick = val; }
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int getIndex() const { return _index; }
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void setIndex(int index) { _index = index; }
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void setScaleFactors(double scaleX, double scaleY);
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double getScaleX() const { return _displacement.extraScaleX; }
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double getScaleY() const { return _displacement.extraScaleY; }
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void markDirtyRect(Surface *surface) const;
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// Animation callbacks. They can only do simple things, such as
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// setting the value of some variable or stopping an animation. In
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// particular, they cannot run sub-loops or anything like that, because
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// the callback is called at an arbitrary time without much control
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// over what the state of the rest of the program is.
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void registerCallback(AnimationCallback callback) { _callback = callback; }
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void doNothing() {}
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void exitGameLoop();
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void tellWalkingState();
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void play();
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void stop();
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void del();
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private:
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uint nextFrameNum() const;
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void deleteFrames();
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/** Internal animation ID
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* (as specified in the data files and the bytecode)
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*/
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int _id;
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/** The recency index of an animation, i.e. the most recently added animation has
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* the highest index. Some script commands need this.
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*/
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int _index;
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uint _currentFrame;
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uint _z;
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Common::Point _shift; // partial sum of _relativeShifts from the beginning of the animation until the current frame
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bool _hasChangedFrame;
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Displacement _displacement;
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bool _isRelative;
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uint _tick;
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bool _playing;
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bool _looping;
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bool _paused;
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bool _canBeQuick;
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/** Array of frames of the animation. The animation object owns these pointers.
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*/
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Common::Array<Drawable *> _frames;
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Common::Array<Common::Point> _relativeShifts;
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/** Array of samples played during the animation. The animation
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* object doesn't own these pointers, but they are stored in the
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* cache.
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*/
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Common::Array<const SoundSample *> _samples;
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AnimationCallback _callback;
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DraciEngine *_vm;
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};
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class AnimationManager {
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public:
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AnimationManager(DraciEngine *vm) : _vm(vm), _lastIndex(-1), _animationPauseCounter(0) {}
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~AnimationManager() { deleteAll(); }
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void insert(Animation *anim, bool allocateIndex);
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Animation *load(uint animNum);
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void pauseAnimations();
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void unpauseAnimations();
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void deleteAnimation(Animation *anim);
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void deleteOverlays();
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void deleteAll();
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void drawScene(Surface *surf);
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Animation *getAnimation(int id);
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int getLastIndex() const { return _lastIndex; }
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void deleteAfterIndex(int index);
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const Animation *getTopAnimation(int x, int y) const;
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private:
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void sortAnimations();
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DraciEngine *_vm;
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/** List of animation objects, maintained sorted by decreasing Z-coordinates.
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* The animation manager owns the pointers.
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*/
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Common::List<Animation *> _animations;
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/** The index of the most recently added animation.
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* See Animation::_index for details.
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*/
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int _lastIndex;
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/** How many times the animations are paused.
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* Needed because the animations can be paused once by entering the
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* inventory and then again by entering the game menu. When they are
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* unpaused the first time, they should be kept paused. */
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int _animationPauseCounter;
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};
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} // End of namespace Draci
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#endif // DRACI_ANIMATION_H
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