scummvm/engines/sword25/gfx/animationresource.h
2010-10-12 22:29:37 +00:00

103 lines
3.3 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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_ANIMATIONRESOURCE_H
#define SWORD25_ANIMATIONRESOURCE_H
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/kernel/common.h"
#include "sword25/kernel/resource.h"
#include "sword25/gfx/animationdescription.h"
#include "sword25/gfx/animation.h"
#include "sword25/kernel/memlog_off.h"
#include <vector>
#include "sword25/kernel/memlog_on.h"
namespace Sword25 {
// -----------------------------------------------------------------------------
// Forward Declarations
// -----------------------------------------------------------------------------
class BS_Kernel;
class BS_PackageManager;
class TiXmlElement;
// -----------------------------------------------------------------------------
// Class Definition
// -----------------------------------------------------------------------------
class BS_AnimationResource : public BS_Resource, public BS_AnimationDescription
{
public:
BS_AnimationResource(const Common::String & FileName);
virtual ~BS_AnimationResource();
virtual const Frame & GetFrame(unsigned int Index) const { BS_ASSERT(Index < m_Frames.size()); return m_Frames[Index]; }
virtual unsigned int GetFrameCount() const { return m_Frames.size(); }
virtual void Unlock() { Release(); }
BS_Animation::ANIMATION_TYPES GetAnimationType() const { return m_AnimationType; }
int GetFPS() const { return m_FPS; }
int GetMillisPerFrame() const { return m_MillisPerFrame; }
bool IsScalingAllowed() const { return m_ScalingAllowed; }
bool IsAlphaAllowed() const { return m_AlphaAllowed; }
bool IsColorModulationAllowed() const { return m_ColorModulationAllowed; }
bool IsValid() const { return m_Valid; }
private:
bool m_Valid;
std::vector<Frame> m_Frames;
//@{
/** @name Dokument-Parser Methoden */
bool ParseAnimationTag(TiXmlElement& AnimationTag, int& FPS, BS_Animation::ANIMATION_TYPES & AnimationType);
bool ParseFrameTag(TiXmlElement& FrameTag, Frame& Frame, BS_PackageManager& PackageManager);
//@}
bool ComputeFeatures();
bool PrecacheAllFrames() const;
};
} // End of namespace Sword25
#endif