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https://github.com/libretro/scummvm.git
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b124c8b122
* Moved rewinding the animation to the beginning from Animation::nextFrame() to AnimationManager::stop() (fixes the owl animation) svn-id: r42913
180 lines
3.9 KiB
C++
180 lines
3.9 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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#ifndef DRACI_ANIMATION_H
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#define DRACI_ANIMATION_H
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#include "draci/sprite.h"
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namespace Draci {
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/**
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* Animation IDs for those animations that don't have their IDs
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* specified in the data files.
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*/
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enum { kOverlayImage = -1, kWalkingMapOverlay = -2, kTitleText = -3, kUnused = -4 };
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/**
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* Default argument to Animation::getFrame() that makes it return
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* the current frame instead of the user specifying it.
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*/
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enum { kCurrentFrame = -1 };
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/**
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* Used by overlays as a neutral index that won't get
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* released with the GPL Release command.
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*/
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enum { kIgnoreIndex = -2 };
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class DraciEngine;
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class Animation {
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typedef void (Animation::* AnimationCallback)();
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public:
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Animation(DraciEngine *v, int index);
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~Animation();
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uint getZ();
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void setZ(uint z);
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void setID(int id);
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int getID();
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void nextFrame(bool force = false);
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void drawFrame(Surface *surface);
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void addFrame(Drawable *frame);
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Drawable *getFrame(int frameNum = kCurrentFrame);
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void setCurrentFrame(uint frame);
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uint currentFrameNum();
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uint getFrameCount();
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void deleteFrames();
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bool isPlaying();
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void setPlaying(bool playing);
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bool isLooping();
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void setLooping(bool looping);
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void setRelative(int relx, int rely);
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int getRelativeX();
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int getRelativeY();
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int getIndex();
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void setIndex(int index);
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void setScaleFactors(double scaleX, double scaleY);
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double getScaleX();
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double getScaleY();
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void markDirtyRect(Surface *surface);
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// Animation callbacks
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void registerCallback(AnimationCallback callback) { _callback = callback; }
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void doNothing() {}
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void stopAnimation();
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void exitGameLoop();
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private:
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uint nextFrameNum();
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/** Internal animation ID
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* (as specified in the data files and the bytecode)
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*/
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int _id;
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/** The recency index of an animation, i.e. the most recently added animation has
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* the highest index. Some script commands need this.
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*/
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int _index;
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uint _currentFrame;
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uint _z;
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int _relX;
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int _relY;
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double _scaleX;
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double _scaleY;
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uint _tick;
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bool _playing;
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bool _looping;
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Common::Array<Drawable*> _frames;
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AnimationCallback _callback;
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DraciEngine *_vm;
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};
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class AnimationManager {
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public:
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AnimationManager(DraciEngine *vm) : _vm(vm), _lastIndex(-1) {}
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~AnimationManager() { deleteAll(); }
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Animation *addAnimation(int id, uint z, bool playing = false);
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Animation *addText(int id, bool playing = false);
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void addOverlay(Drawable *overlay, uint z);
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void play(int id);
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void stop(int id);
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void deleteAnimation(int id);
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void deleteOverlays();
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void deleteAll();
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void drawScene(Surface *surf);
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Animation *getAnimation(int id);
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int getLastIndex();
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void deleteAfterIndex(int index);
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int getTopAnimationID(int x, int y);
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private:
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void sortAnimations();
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void insertAnimation(Animation *anim);
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DraciEngine *_vm;
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Common::List<Animation *> _animations;
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/** The index of the most recently added animation.
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* See Animation::_index for details.
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*/
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int _lastIndex;
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};
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}
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#endif // DRACI_ANIMATION_H
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