scummvm/engines/hadesch/ambient.h
Vladimir Serbinenko 058592794f HADESCH: Add new engine for Hades' Challenge
The game is completable but 3 arcade sequences at the end of Minotaur, Medusa and Troy quests.
Probably full of bugs but I already publish it for consideration
2020-10-24 19:51:30 +02:00

132 lines
3.4 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.
*
* Copyright 2020 Google
*
*/
#include "common/str.h"
#include "common/rect.h"
#include "common/noncopyable.h"
#ifndef HADESCH_AMBIENT_H
#define HADESCH_AMBIENT_H
namespace Hadesch {
class AmbientAnim {
public:
struct AmbientDesc {
Common::String _animName;
Common::String _soundName;
AmbientDesc(Common::String animName, Common::String soundName) {
_animName = animName;
_soundName = soundName;
}
};
enum PanType {
PAN_ANY,
PAN_LEFT,
PAN_RIGHT
};
enum AnimType {
DISAPPEAR,
KEEP_LOOP,
BACK_AND_FORTH
};
AmbientAnim(const Common::String &animName,
const Common::String &sound, int zValue,
int minint, int maxint, AnimType loop,
Common::Point offset, PanType pan);
AmbientAnim(const Common::Array<AmbientDesc> &descs, int zValue,
int minint, int maxint, AnimType loop,
Common::Point offset, PanType pan);
AmbientAnim();
void play(bool reschedule);
void schedule();
void start();
void pause();
void unpause();
void hide();
void unpauseAndFirstFrame();
void selectFirstFrame();
void playFinished(bool reschedule);
bool isReady();
private:
class AmbiantAnimInternal : Common::NonCopyable {
public:
Common::Array<AmbientDesc> _descs;
int _minInterval, _maxInterval;
int _zValue;
AnimType _loopType;
bool _isFwd;
Common::Point _offset;
bool _playing;
bool _paused;
PanType _pan;
};
bool isPanOK();
Common::SharedPtr<AmbiantAnimInternal> _internal;
};
class AmbientAnimWeightedSet {
public:
void readTableFilePriam(const TextTable &table);
void readTableFile(const TextTable &table, AmbientAnim::PanType pan);
void tick();
void firstFrame();
void pause(const Common::String &name);
void unpause(const Common::String &name);
void unpauseAndFirstFrame(const Common::String &name);
void hide(const Common::String &name);
void play(const Common::String &name, bool reschedule);
private:
struct AmbientAnimWeightedSetElement {
AmbientAnim anim;
int weight;
bool valid;
Common::String name;
};
Common::Array<AmbientAnimWeightedSetElement> _elements;
};
class AnimClickables {
public:
void playNext(const Common::String &name, const EventHandlerWrapper &event);
void playChosen(const Common::String &name, int counter, const EventHandlerWrapper &event);
void setTable(const TextTable table) {
_table = table;
}
void readTable(Common::SharedPtr<Hadesch::VideoRoom> room,
const Common::String &name);
private:
TextTable _table;
Common::HashMap<Common::String, int> _counters;
};
}
#endif