mirror of
https://github.com/libretro/scummvm.git
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b01994a53b
The things which are intentionally left with the prefix: BS_LOG, BS_ASSERT, BS_Rect, BS_String. svn-id: r53261
76 lines
2.4 KiB
C++
76 lines
2.4 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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/*
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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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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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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/animationdescription.h"
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namespace Sword25 {
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// -----------------------------------------------------------------------------
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// Persistenz
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// -----------------------------------------------------------------------------
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bool AnimationDescription::Persist(OutputPersistenceBlock &Writer) {
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Writer.Write(static_cast<unsigned int>(m_AnimationType));
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Writer.Write(m_FPS);
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Writer.Write(m_MillisPerFrame);
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Writer.Write(m_ScalingAllowed);
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Writer.Write(m_AlphaAllowed);
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Writer.Write(m_ColorModulationAllowed);
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return true;
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}
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// -----------------------------------------------------------------------------
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bool AnimationDescription::Unpersist(InputPersistenceBlock &Reader) {
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unsigned int AnimationType;
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Reader.Read(AnimationType);
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m_AnimationType = static_cast<Animation::ANIMATION_TYPES>(AnimationType);
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Reader.Read(m_FPS);
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Reader.Read(m_MillisPerFrame);
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Reader.Read(m_ScalingAllowed);
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Reader.Read(m_AlphaAllowed);
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Reader.Read(m_ColorModulationAllowed);
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return Reader.IsGood();
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}
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} // End of namespace Sword25
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