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https://github.com/libretro/scummvm.git
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101 lines
2.8 KiB
C++
101 lines
2.8 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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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#ifndef SWORD25_ANIMATIONDESCRIPTION_H
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#define SWORD25_ANIMATIONDESCRIPTION_H
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#include "sword25/kernel/common.h"
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#include "sword25/kernel/persistable.h"
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#include "sword25/gfx/animation.h"
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namespace Sword25 {
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class AnimationDescription : public Persistable {
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protected:
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AnimationDescription() :
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_animationType(Animation::AT_LOOP),
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_FPS(10),
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_millisPerFrame(0),
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_scalingAllowed(true),
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_alphaAllowed(true),
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_colorModulationAllowed(true)
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{}
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public:
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struct Frame {
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// Die Hotspot-Angabe bezieht sich auf das ungeflippte Bild!!
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int hotspotX;
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int hotspotY;
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bool flipV;
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bool flipH;
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Common::String fileName;
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Common::String action;
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};
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virtual const Frame &getFrame(uint index) const = 0;
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virtual uint getFrameCount() const = 0;
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virtual void unlock() = 0;
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Animation::ANIMATION_TYPES getAnimationType() const {
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return _animationType;
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}
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int getFPS() const {
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return _FPS;
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}
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int getMillisPerFrame() const {
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return _millisPerFrame;
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}
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bool isScalingAllowed() const {
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return _scalingAllowed;
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}
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bool isAlphaAllowed() const {
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return _alphaAllowed;
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}
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bool isColorModulationAllowed() const {
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return _colorModulationAllowed;
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}
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virtual bool persist(OutputPersistenceBlock &writer);
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virtual bool unpersist(InputPersistenceBlock &reader);
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protected:
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Animation::ANIMATION_TYPES _animationType;
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int _FPS;
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int _millisPerFrame;
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bool _scalingAllowed;
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bool _alphaAllowed;
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bool _colorModulationAllowed;
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};
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} // End of namespace Sword25
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#endif
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