scummvm/engines/draci/animation.h
2011-05-12 01:16:22 +02:00

227 lines
6.4 KiB
C++

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef DRACI_ANIMATION_H
#define DRACI_ANIMATION_H
#include "common/array.h"
#include "common/list.h"
#include "common/rect.h"
#include "draci/sprite.h"
namespace Draci {
/**
* Animation IDs for those animations that don't have their IDs
* specified in the data files.
*/
enum {
kOverlayImage = -1,
kWalkingMapOverlay = -2,
kWalkingShortestPathOverlay = -3,
kWalkingObliquePathOverlay = -4,
kTitleText = -5,
kSpeechText = -6,
kInventorySprite = -7,
kDialogueLinesID = -8,
kUnused = -12,
kInventoryItemsID = -13
};
/**
* Used by overlays as a neutral index that won't get
* released with the GPL Release command.
*/
enum { kIgnoreIndex = -2 };
class DraciEngine;
class Surface;
struct SoundSample;
class Animation {
typedef void (Animation::* AnimationCallback)();
public:
Animation(DraciEngine *v, int id, uint z, bool playing);
~Animation();
uint getZ() const { return _z; }
void setZ(uint z) { _z = z; }
void setID(int id) { _id = id; }
int getID() const { return _id; }
void nextFrame(bool force);
void drawFrame(Surface *surface);
void addFrame(Drawable *frame, const SoundSample *sample);
void replaceFrame(int i, Drawable *frame, const SoundSample *sample);
const Drawable *getConstCurrentFrame() const;
Drawable *getCurrentFrame();
Drawable *getFrame(int frameNum);
void setCurrentFrame(uint frame);
uint currentFrameNum() const { return _currentFrame; }
uint getFrameCount() const { return _frames.size(); }
void makeLastFrameRelative(int x, int y);
void clearShift();
bool isPlaying() const { return _playing; }
void setPlaying(bool playing);
bool isPaused() const { return _paused; }
void setPaused(bool paused) { _paused = paused; }
bool isLooping() const { return _looping; }
void setLooping(bool looping);
void setIsRelative(bool value) { _isRelative = value; }
bool isRelative() const { return _isRelative; }
void setRelative(int relx, int rely);
int getRelativeX() const { return _displacement.relX; }
int getRelativeY() const { return _displacement.relY; }
const Displacement &getDisplacement() const { return _displacement; } // displacement of the whole animation
Displacement getCurrentFrameDisplacement() const; // displacement of the current frame (includes _shift)
Common::Point getCurrentFramePosition() const; // with displacement and shift applied
void supportsQuickAnimation(bool val) { _canBeQuick = val; }
int getIndex() const { return _index; }
void setIndex(int index) { _index = index; }
void setScaleFactors(double scaleX, double scaleY);
double getScaleX() const { return _displacement.extraScaleX; }
double getScaleY() const { return _displacement.extraScaleY; }
void markDirtyRect(Surface *surface) const;
// Animation callbacks. They can only do simple things, such as
// setting the value of some variable or stopping an animation. In
// particular, they cannot run sub-loops or anything like that, because
// the callback is called at an arbitrary time without much control
// over what the state of the rest of the program is.
void registerCallback(AnimationCallback callback) { _callback = callback; }
void doNothing() {}
void exitGameLoop();
void tellWalkingState();
void play();
void stop();
void del();
private:
uint nextFrameNum() const;
void deleteFrames();
/** Internal animation ID
* (as specified in the data files and the bytecode)
*/
int _id;
/** The recency index of an animation, i.e. the most recently added animation has
* the highest index. Some script commands need this.
*/
int _index;
uint _currentFrame;
uint _z;
Common::Point _shift; // partial sum of _relativeShifts from the beginning of the animation until the current frame
bool _hasChangedFrame;
Displacement _displacement;
bool _isRelative;
uint _tick;
bool _playing;
bool _looping;
bool _paused;
bool _canBeQuick;
/** Array of frames of the animation. The animation object owns these pointers.
*/
Common::Array<Drawable *> _frames;
Common::Array<Common::Point> _relativeShifts;
/** Array of samples played during the animation. The animation
* object doesn't own these pointers, but they are stored in the
* cache.
*/
Common::Array<const SoundSample *> _samples;
AnimationCallback _callback;
DraciEngine *_vm;
};
class AnimationManager {
public:
AnimationManager(DraciEngine *vm) : _vm(vm), _lastIndex(-1), _animationPauseCounter(0) {}
~AnimationManager() { deleteAll(); }
void insert(Animation *anim, bool allocateIndex);
Animation *load(uint animNum);
void pauseAnimations();
void unpauseAnimations();
void deleteAnimation(Animation *anim);
void deleteOverlays();
void deleteAll();
void drawScene(Surface *surf);
Animation *getAnimation(int id);
int getLastIndex() const { return _lastIndex; }
void deleteAfterIndex(int index);
const Animation *getTopAnimation(int x, int y) const;
private:
void sortAnimations();
DraciEngine *_vm;
/** List of animation objects, maintained sorted by decreasing Z-coordinates.
* The animation manager owns the pointers.
*/
Common::List<Animation *> _animations;
/** The index of the most recently added animation.
* See Animation::_index for details.
*/
int _lastIndex;
/** How many times the animations are paused.
* Needed because the animations can be paused once by entering the
* inventory and then again by entering the game menu. When they are
* unpaused the first time, they should be kept paused. */
int _animationPauseCounter;
};
} // End of namespace Draci
#endif // DRACI_ANIMATION_H