scummvm/engines/gob/aniobject.h
2014-02-18 02:39:34 +01:00

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