mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-03 09:23:37 +00:00
e5ac21dcac
svn-id: r53338
279 lines
8.7 KiB
C++
279 lines
8.7 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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* $URL$
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* $Id$
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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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#define BS_LOG_PREFIX "ANIMATIONTEMPLATE"
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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#include "sword25/kernel/kernel.h"
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#include "sword25/kernel/resource.h"
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/gfx/animationresource.h"
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#include "sword25/gfx/animationtemplate.h"
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#include "sword25/gfx/animationtemplateregistry.h"
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namespace Sword25 {
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// -----------------------------------------------------------------------------
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// Konstruktion / Destruktion
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// -----------------------------------------------------------------------------
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uint AnimationTemplate::Create(const Common::String &SourceAnimation) {
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AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(SourceAnimation);
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if (AnimationTemplatePtr->isValid()) {
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return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr);
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} else {
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delete AnimationTemplatePtr;
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return 0;
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}
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}
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// -----------------------------------------------------------------------------
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uint AnimationTemplate::Create(const AnimationTemplate &Other) {
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AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(Other);
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if (AnimationTemplatePtr->isValid()) {
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return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr);
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} else {
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delete AnimationTemplatePtr;
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return 0;
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}
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}
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// -----------------------------------------------------------------------------
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uint AnimationTemplate::Create(InputPersistenceBlock &Reader, uint Handle) {
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AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(Reader, Handle);
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if (AnimationTemplatePtr->isValid()) {
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return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr);
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} else {
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delete AnimationTemplatePtr;
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return 0;
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}
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}
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// -----------------------------------------------------------------------------
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AnimationTemplate::AnimationTemplate(const Common::String &SourceAnimation) {
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// Objekt registrieren.
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AnimationTemplateRegistry::GetInstance().RegisterObject(this);
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_valid = false;
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// Die Animations-Resource wird f<>r die gesamte Lebensdauer des Objektes gelockt
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_sourceAnimationPtr = RequestSourceAnimation(SourceAnimation);
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// Erfolg signalisieren
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_valid = (_sourceAnimationPtr != 0);
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}
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// -----------------------------------------------------------------------------
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AnimationTemplate::AnimationTemplate(const AnimationTemplate &Other) : AnimationDescription(){
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// Objekt registrieren.
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AnimationTemplateRegistry::GetInstance().RegisterObject(this);
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_valid = false;
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// Die Animations-Resource wird f<>r die gesamte Lebensdauer des Objektes gelockt.
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if (!Other._sourceAnimationPtr) return;
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_sourceAnimationPtr = RequestSourceAnimation(Other._sourceAnimationPtr->getFileName());
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// Alle Member kopieren.
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_animationType = Other._animationType;
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_FPS = Other._FPS;
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_millisPerFrame = Other._millisPerFrame;
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_scalingAllowed = Other._scalingAllowed;
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_alphaAllowed = Other._alphaAllowed;
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_colorModulationAllowed = Other._colorModulationAllowed;
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_frames = Other._frames;
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_sourceAnimationPtr = Other._sourceAnimationPtr;
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_valid = Other._valid;
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_valid &= (_sourceAnimationPtr != 0);
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}
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// -----------------------------------------------------------------------------
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AnimationTemplate::AnimationTemplate(InputPersistenceBlock &Reader, uint Handle) {
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// Objekt registrieren.
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AnimationTemplateRegistry::GetInstance().RegisterObject(this, Handle);
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// Objekt laden.
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_valid = unpersist(Reader);
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}
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// -----------------------------------------------------------------------------
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AnimationResource *AnimationTemplate::RequestSourceAnimation(const Common::String &SourceAnimation) const {
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ResourceManager *RMPtr = Kernel::GetInstance()->GetResourceManager();
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Resource *ResourcePtr;
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if (NULL == (ResourcePtr = RMPtr->RequestResource(SourceAnimation)) || ResourcePtr->GetType() != Resource::TYPE_ANIMATION) {
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BS_LOG_ERRORLN("The resource \"%s\" could not be requested or is has an invalid type. The animation template can't be created.", SourceAnimation.c_str());
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return 0;
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}
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return static_cast<AnimationResource *>(ResourcePtr);
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}
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// -----------------------------------------------------------------------------
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AnimationTemplate::~AnimationTemplate() {
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// Animations-Resource freigeben
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if (_sourceAnimationPtr) {
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_sourceAnimationPtr->release();
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}
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// Objekt deregistrieren
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AnimationTemplateRegistry::GetInstance().DeregisterObject(this);
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}
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// -----------------------------------------------------------------------------
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void AnimationTemplate::AddFrame(int Index) {
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if (ValidateSourceIndex(Index)) {
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_frames.push_back(_sourceAnimationPtr->getFrame(Index));
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}
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}
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// -----------------------------------------------------------------------------
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void AnimationTemplate::SetFrame(int DestIndex, int SrcIndex) {
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if (ValidateDestIndex(DestIndex) && ValidateSourceIndex(SrcIndex)) {
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_frames[DestIndex] = _sourceAnimationPtr->getFrame(SrcIndex);
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}
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}
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// -----------------------------------------------------------------------------
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bool AnimationTemplate::ValidateSourceIndex(uint Index) const {
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if (Index > _sourceAnimationPtr->getFrameCount()) {
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BS_LOG_WARNINGLN("Tried to insert a frame (\"%d\") that does not exist in the source animation (\"%s\"). Ignoring call.",
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Index, _sourceAnimationPtr->getFileName().c_str());
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return false;
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} else
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return true;
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}
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// -----------------------------------------------------------------------------
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bool AnimationTemplate::ValidateDestIndex(uint Index) const {
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if (Index > _frames.size()) {
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BS_LOG_WARNINGLN("Tried to change a nonexistent frame (\"%d\") in a template animation. Ignoring call.",
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Index);
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return false;
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} else
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return true;
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}
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// -----------------------------------------------------------------------------
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void AnimationTemplate::SetFPS(int FPS) {
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_FPS = FPS;
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_millisPerFrame = 1000000 / _FPS;
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}
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// -----------------------------------------------------------------------------
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bool AnimationTemplate::persist(OutputPersistenceBlock &writer) {
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bool Result = true;
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// Parent persistieren.
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Result &= AnimationDescription::persist(writer);
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// Frameanzahl schreiben.
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writer.write(_frames.size());
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// Frames einzeln persistieren.
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Common::Array<const Frame>::const_iterator Iter = _frames.begin();
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while (Iter != _frames.end()) {
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writer.write(Iter->HotspotX);
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writer.write(Iter->HotspotY);
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writer.write(Iter->FlipV);
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writer.write(Iter->FlipH);
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writer.write(Iter->FileName);
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writer.write(Iter->Action);
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++Iter;
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}
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// Restliche Member persistieren.
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writer.write(_sourceAnimationPtr->getFileName());
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writer.write(_valid);
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return Result;
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}
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// -----------------------------------------------------------------------------
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bool AnimationTemplate::unpersist(InputPersistenceBlock &reader) {
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bool Result = true;
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// Parent wieder herstellen.
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Result &= AnimationDescription::unpersist(reader);
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// Frameanzahl lesen.
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uint FrameCount;
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reader.read(FrameCount);
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// Frames einzeln wieder herstellen.
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for (uint i = 0; i < FrameCount; ++i) {
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Frame frame;
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reader.read(frame.HotspotX);
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reader.read(frame.HotspotY);
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reader.read(frame.FlipV);
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reader.read(frame.FlipH);
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reader.read(frame.FileName);
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reader.read(frame.Action);
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_frames.push_back(frame);
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}
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// Die Animations-Resource wird f<>r die gesamte Lebensdauer des Objektes gelockt
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Common::String SourceAnimation;
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reader.read(SourceAnimation);
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_sourceAnimationPtr = RequestSourceAnimation(SourceAnimation);
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reader.read(_valid);
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return _sourceAnimationPtr && reader.isGood() && Result;
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}
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} // End of namespace Sword25
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