mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
3cde84fec4
svn-id: r42580
345 lines
7.4 KiB
C++
345 lines
7.4 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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* $URL$
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* $Id$
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*
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*/
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#include "draci/draci.h"
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#include "draci/animation.h"
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namespace Draci {
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Animation::Animation(DraciEngine *vm) : _vm(vm) {
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_id = kUnused;
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_z = 0;
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_relX = 0;
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_relY = 0;
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setPlaying(false);
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_looping = false;
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_tick = _vm->_system->getMillis();
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_currentFrame = 0;
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}
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Animation::~Animation() {
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deleteFrames();
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}
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bool Animation::isLooping() {
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return _looping;
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}
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void Animation::setRelative(int relx, int rely) {
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// Delete the previous frame
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Common::Rect frameRect = _frames[_currentFrame]->getRect();
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frameRect.translate(_relX, _relY);
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_vm->_screen->getSurface()->markDirtyRect(frameRect);
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_relX = relx;
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_relY = rely;
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}
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void Animation::setLooping(bool looping) {
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_looping = looping;
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debugC(7, kDraciAnimationDebugLevel, "Setting looping to %d on animation %d",
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looping, _id);
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}
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void Animation::nextFrame(bool force) {
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// If there's only one or no frames, or if the animation is not playing, return
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if (getFramesNum() < 2 || !_playing)
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return;
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Drawable *frame = _frames[_currentFrame];
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Common::Rect frameRect = frame->getRect();
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// Translate rectangle to compensate for relative coordinates
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frameRect.translate(_relX, _relY);
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if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis())) {
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// If we are at the last frame and not looping, stop the animation
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// The animation is also restarted to frame zero
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if ((_currentFrame == getFramesNum() - 1) && !_looping) {
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_currentFrame = 0;
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setPlaying(false);
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} else {
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_vm->_screen->getSurface()->markDirtyRect(frameRect);
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_currentFrame = nextFrameNum();
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_tick += frame->getDelay();
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}
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}
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debugC(6, kDraciAnimationDebugLevel,
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"anim=%d tick=%d delay=%d tick+delay=%d currenttime=%d frame=%d framenum=%d",
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_id, _tick, frame->getDelay(), _tick + frame->getDelay(), _vm->_system->getMillis(),
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_currentFrame, _frames.size());
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}
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uint Animation::nextFrameNum() {
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if ((_currentFrame == getFramesNum() - 1) && _looping)
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return 0;
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else
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return _currentFrame + 1;
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}
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void Animation::drawFrame(Surface *surface) {
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// If there are no frames or the animation is not playing, return
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if (_frames.size() == 0 || !_playing)
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return;
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if (_id == kOverlayImage) {
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_frames[_currentFrame]->draw(surface, false);
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}
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else {
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Drawable *ptr = _frames[_currentFrame];
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int x = ptr->getX();
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int y = ptr->getY();
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int newX = x + _relX;
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int newY = y + _relY;
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ptr->setX(newX);
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ptr->setY(newY);
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ptr->draw(surface, true);
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ptr->setX(x);
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ptr->setY(y);
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}
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}
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void Animation::setID(int id) {
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_id = id;
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}
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int Animation::getID() {
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return _id;
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}
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void Animation::setZ(uint z) {
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_z = z;
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}
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uint Animation::getZ() {
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return _z;
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}
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bool Animation::isPlaying() {
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return _playing;
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}
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void Animation::setPlaying(bool playing) {
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_tick = _vm->_system->getMillis();
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_playing = playing;
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}
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void Animation::addFrame(Drawable *frame) {
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_frames.push_back(frame);
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}
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Drawable *Animation::getFrame(int frameNum) {
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// If no argument is passed, return the current frame
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if (frameNum == kCurrentFrame) {
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return _frames[_currentFrame];
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} else {
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return _frames[frameNum];
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}
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}
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uint Animation::getFramesNum() {
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return _frames.size();
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}
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void Animation::deleteFrames() {
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for (int i = getFramesNum() - 1; i >= 0; --i) {
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delete _frames[i];
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_frames.pop_back();
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}
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}
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Animation *AnimationManager::addAnimation(int id, uint z, bool playing) {
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Animation *anim = new Animation(_vm);
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anim->setID(id);
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anim->setZ(z);
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anim->setPlaying(playing);
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anim->setLooping(false);
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insertAnimation(anim);
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return anim;
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}
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void AnimationManager::play(int id) {
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Animation *anim = getAnimation(id);
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if (anim) {
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anim->setPlaying(true);
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debugC(5, kDraciAnimationDebugLevel, "Playing animation %d...", id);
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}
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}
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void AnimationManager::stop(int id) {
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Animation *anim = getAnimation(id);
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// Clean up the last frame that was drawn before stopping
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Common::Rect frameRect = anim->getFrame()->getRect();
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frameRect.translate(anim->_relX, anim->_relY);
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_vm->_screen->getSurface()->markDirtyRect(frameRect);
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if (anim) {
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anim->setPlaying(false);
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debugC(5, kDraciAnimationDebugLevel, "Stopping animation %d...", id);
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}
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}
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Animation *AnimationManager::getAnimation(int id) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() == id) {
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return *it;
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}
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}
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return NULL;
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}
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void AnimationManager::insertAnimation(Animation *animObj) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if (animObj->getZ() < (*it)->getZ())
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break;
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}
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_animations.insert(it, animObj);
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}
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void AnimationManager::addOverlay(Drawable *overlay, uint z) {
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Animation *anim = new Animation(_vm);
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anim->setID(kOverlayImage);
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anim->setZ(z);
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anim->setPlaying(true);
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anim->addFrame(overlay);
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insertAnimation(anim);
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}
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void AnimationManager::drawScene(Surface *surf) {
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// Fill the screen with colour zero since some rooms may rely on the screen being black
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_vm->_screen->getSurface()->fill(0);
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sortAnimations();
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if (! ((*it)->isPlaying()) ) {
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continue;
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}
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(*it)->nextFrame();
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(*it)->drawFrame(surf);
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}
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}
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void AnimationManager::sortAnimations() {
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Common::List<Animation *>::iterator cur;
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Common::List<Animation *>::iterator next;
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cur = _animations.begin();
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// If the list is empty, we're done
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if (cur == _animations.end())
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return;
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while(1) {
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next = cur;
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next++;
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// If we are at the last element, we're done
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if (next == _animations.end())
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break;
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// If we find an animation out of order, reinsert it
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if ((*next)->getZ() < (*cur)->getZ()) {
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Animation *anim = *cur;
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_animations.erase(cur);
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insertAnimation(anim);
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}
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// Advance to next animation
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cur = next;
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}
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}
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void AnimationManager::deleteAnimation(int id) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() == id) {
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(*it)->deleteFrames();
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_animations.erase(it);
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break;
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}
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}
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}
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void AnimationManager::deleteOverlays() {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() == kOverlayImage) {
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(*it)->deleteFrames();
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_animations.erase(it);
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}
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}
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}
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void AnimationManager::deleteAll() {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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(*it)->deleteFrames();
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}
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_animations.clear();
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}
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}
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