mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
194 lines
5.0 KiB
C++
194 lines
5.0 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.
|
|
*
|
|
*/
|
|
|
|
#ifndef GOB_PREGOB_SEQFILE_H
|
|
#define GOB_PREGOB_SEQFILE_H
|
|
|
|
#include "common/system.h"
|
|
#include "common/array.h"
|
|
#include "common/list.h"
|
|
|
|
#include "gob/util.h"
|
|
|
|
namespace Common {
|
|
class String;
|
|
class SeekableReadStream;
|
|
}
|
|
|
|
namespace Gob {
|
|
|
|
class GobEngine;
|
|
|
|
class DECFile;
|
|
class ANIFile;
|
|
class ANIObject;
|
|
|
|
/** A SEQ file, describing a complex animation sequence.
|
|
*
|
|
* Used in early hardcoded gob games.
|
|
* The principle is similar to the Mult class (see mult.h), but instead
|
|
* of depending on all the externally loaded animations, backgrounds and
|
|
* objects, a SEQ file references animation and background directly by
|
|
* filename.
|
|
*/
|
|
class SEQFile {
|
|
public:
|
|
SEQFile(GobEngine *vm, const Common::String &fileName);
|
|
virtual ~SEQFile();
|
|
|
|
/** Play the SEQ.
|
|
*
|
|
* @param abortable If true, end playback on any user input.
|
|
* @param endFrame The frame on where to end, or 0xFFFF for infinite playback.
|
|
* @param frameRate The frame rate at which to play the SEQ, or 0 for playing at
|
|
* the speed the SEQ itself wants to.
|
|
*/
|
|
void play(bool abortable = true, uint16 endFrame = 0xFFFF, uint16 frameRate = 0);
|
|
|
|
|
|
protected:
|
|
GobEngine *_vm;
|
|
|
|
|
|
/** Returns the current frame number. */
|
|
uint16 getFrame() const;
|
|
|
|
/** Seek to a specific frame. */
|
|
void seekFrame(uint16 frame);
|
|
|
|
/** Add a frame loop. */
|
|
uint addLoop(uint16 startFrame, uint16 endFrame, uint16 loopCount);
|
|
|
|
/** Skip a frame loop. */
|
|
void skipLoop(uint loopID);
|
|
|
|
/** Delete a frame loop. */
|
|
void delLoop(uint loopID);
|
|
|
|
/** Ends SEQ playback. */
|
|
void abortPlay();
|
|
|
|
/** Callback for special frame events. */
|
|
virtual void handleFrameEvent();
|
|
/** Callback for special user input handling. */
|
|
virtual void handleInput(int16 key, int16 mouseX, int16 mouseY, MouseButtons mouseButtons);
|
|
|
|
|
|
private:
|
|
/** Number of animation objects that are visible at the same time. */
|
|
static const uint kObjectCount = 4;
|
|
|
|
/** A key for changing the background. */
|
|
struct BackgroundKey {
|
|
uint16 frame; ///< Frame the change is to happen.
|
|
|
|
const DECFile *background; ///< The background to use.
|
|
};
|
|
|
|
/** A key for playing an object animation. */
|
|
struct AnimationKey {
|
|
uint object; ///< The object this key belongs to.
|
|
|
|
uint16 frame; ///< Frame the change is to happen.
|
|
|
|
const ANIFile *ani; ///< The ANI to use.
|
|
|
|
uint16 animation; ///< The animation to use.
|
|
|
|
int16 x; ///< X position of the animation.
|
|
int16 y; ///< Y position of the animation.
|
|
|
|
int16 order; ///< Used to determine in which order to draw the objects.
|
|
};
|
|
|
|
/** A managed animation object. */
|
|
struct Object {
|
|
ANIObject *object; ///< The actual animation object.
|
|
|
|
int16 order; ///< The current drawing order.
|
|
};
|
|
|
|
/** A frame loop. */
|
|
struct Loop {
|
|
uint16 startFrame;
|
|
uint16 endFrame;
|
|
|
|
uint16 loopCount;
|
|
uint16 currentLoop;
|
|
|
|
bool empty;
|
|
};
|
|
|
|
typedef Common::Array<DECFile *> Backgrounds;
|
|
typedef Common::Array<ANIFile *> Animations;
|
|
|
|
typedef Common::Array<BackgroundKey> BackgroundKeys;
|
|
typedef Common::Array<AnimationKey> AnimationKeys;
|
|
|
|
typedef Common::List<Object> Objects;
|
|
|
|
typedef Common::Array<Loop> Loops;
|
|
|
|
|
|
uint16 _frame; ///< The current frame.
|
|
bool _abortPlay; ///< Was the end of the playback requested?
|
|
|
|
uint16 _frameRate;
|
|
|
|
Backgrounds _backgrounds; ///< All backgrounds in this SEQ.
|
|
Animations _animations; ///< All animations in this SEQ.
|
|
|
|
BackgroundKeys _bgKeys; ///< The background change keyframes.
|
|
AnimationKeys _animKeys; ///< The animation change keyframes.
|
|
|
|
Object _objects[kObjectCount]; ///< The managed animation objects.
|
|
|
|
Loops _loops;
|
|
|
|
/** Whether the playback should be abortable by user input. */
|
|
bool _abortable;
|
|
|
|
|
|
// -- Loading helpers --
|
|
|
|
void load(Common::SeekableReadStream &seq);
|
|
|
|
const ANIFile *findANI(uint16 index, uint16 &animation);
|
|
|
|
// -- Playback helpers --
|
|
|
|
void playFrame();
|
|
|
|
/** Get a list of objects ordered by drawing order. */
|
|
Objects getOrderedObjects();
|
|
|
|
void clearAnims(); ///< Remove all animation frames.
|
|
void drawAnims(); ///< Draw the animation frames.
|
|
|
|
/** Look if we can compact the loop array. */
|
|
void cleanLoops();
|
|
};
|
|
|
|
} // End of namespace Gob
|
|
|
|
#endif // GOB_PREGOB_SEQFILE_H
|