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https://github.com/libretro/scummvm.git
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e779284403
Dubbing is not yet played. svn-id: r45000
589 lines
13 KiB
C++
589 lines
13 KiB
C++
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/* 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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#include "draci/draci.h"
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#include "draci/animation.h"
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namespace Draci {
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Animation::Animation(DraciEngine *vm, int index) : _vm(vm) {
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_id = kUnused;
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_index = index;
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_z = 0;
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_displacement = kNoDisplacement;
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_playing = false;
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_looping = false;
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_paused = false;
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_tick = _vm->_system->getMillis();
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_currentFrame = 0;
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_hasChangedFrame = true;
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_callback = &Animation::doNothing;
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}
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Animation::~Animation() {
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deleteFrames();
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}
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bool Animation::isLooping() const {
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return _looping;
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}
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void Animation::setRelative(int relx, int rely) {
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// Delete the previous frame if there is one
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if (_frames.size() > 0)
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markDirtyRect(_vm->_screen->getSurface());
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_displacement.relX = relx;
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_displacement.relY = rely;
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}
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void Animation::setLooping(bool looping) {
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_looping = looping;
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debugC(7, kDraciAnimationDebugLevel, "Setting looping to %d on animation %d",
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looping, _id);
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}
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void Animation::markDirtyRect(Surface *surface) const {
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// Fetch the current frame's rectangle
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Drawable *frame = _frames[_currentFrame];
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Common::Rect frameRect = frame->getRect(_displacement);
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// Mark the rectangle dirty on the surface
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surface->markDirtyRect(frameRect);
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}
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void Animation::nextFrame(bool force) {
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// If there are no frames or if the animation is not playing, return
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if (getFrameCount() == 0 || !_playing)
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return;
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Drawable *frame = _frames[_currentFrame];
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Surface *surface = _vm->_screen->getSurface();
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if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis())) {
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// If we are at the last frame and not looping, stop the animation
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// The animation is also restarted to frame zero
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if ((_currentFrame == getFrameCount() - 1) && !_looping) {
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// When the animation reaches its end, call the preset callback
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(this->*_callback)();
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} else {
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// Mark old frame dirty so it gets deleted
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markDirtyRect(surface);
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_currentFrame = nextFrameNum();
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_tick = _vm->_system->getMillis();
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// Fetch new frame and mark it dirty
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markDirtyRect(surface);
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_hasChangedFrame = true;
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}
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}
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debugC(6, kDraciAnimationDebugLevel,
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"anim=%d tick=%d delay=%d tick+delay=%d currenttime=%d frame=%d framenum=%d x=%d y=%d z=%d",
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_id, _tick, frame->getDelay(), _tick + frame->getDelay(), _vm->_system->getMillis(),
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_currentFrame, _frames.size(), frame->getX() + getRelativeX(), frame->getY() + getRelativeY(), _z);
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}
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uint Animation::nextFrameNum() const {
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if (_paused)
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return _currentFrame;
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if ((_currentFrame == getFrameCount() - 1) && _looping)
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return 0;
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else
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return _currentFrame + 1;
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}
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void Animation::drawFrame(Surface *surface) {
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// If there are no frames or the animation is not playing, return
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if (_frames.size() == 0 || !_playing)
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return;
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const Drawable *frame = _frames[_currentFrame];
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if (_id == kOverlayImage) {
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frame->draw(surface, false);
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} else {
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// Draw frame
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frame->drawReScaled(surface, false, _displacement);
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}
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const SoundSample *sample = _samples[_currentFrame];
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if (_hasChangedFrame && sample) {
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debugC(3, kDraciSoundDebugLevel,
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"Playing sample on animation %d, frame %d: %d+%d at %dHz",
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_id, _currentFrame, sample->_offset, sample->_length, sample->_frequency);
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_vm->_sound->playSound(sample, Audio::Mixer::kMaxChannelVolume, false);
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}
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_hasChangedFrame = false;
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}
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void Animation::setID(int id) {
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_id = id;
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}
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int Animation::getID() const {
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return _id;
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}
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void Animation::setZ(uint z) {
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_z = z;
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}
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uint Animation::getZ() const {
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return _z;
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}
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int Animation::getRelativeX() const {
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return _displacement.relX;
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}
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int Animation::getRelativeY() const {
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return _displacement.relY;
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}
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bool Animation::isPlaying() const {
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return _playing;
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}
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void Animation::setPlaying(bool playing) {
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_tick = _vm->_system->getMillis();
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_playing = playing;
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// When restarting an animation, allow playing sounds.
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_hasChangedFrame |= playing;
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}
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bool Animation::isPaused() const {
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return _paused;
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}
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void Animation::setPaused(bool paused) {
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_paused = paused;
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}
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void Animation::setScaleFactors(double scaleX, double scaleY) {
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debugC(5, kDraciAnimationDebugLevel,
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"Setting scaling factors on anim %d (scaleX: %.3f scaleY: %.3f)",
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_id, scaleX, scaleY);
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markDirtyRect(_vm->_screen->getSurface());
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_displacement.extraScaleX = scaleX;
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_displacement.extraScaleY = scaleY;
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}
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double Animation::getScaleX() const {
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return _displacement.extraScaleX;
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}
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double Animation::getScaleY() const {
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return _displacement.extraScaleY;
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}
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void Animation::addFrame(Drawable *frame, const SoundSample *sample) {
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_frames.push_back(frame);
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_samples.push_back(sample);
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}
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int Animation::getIndex() const {
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return _index;
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}
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void Animation::setIndex(int index) {
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_index = index;
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}
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Drawable *Animation::getFrame(int frameNum) {
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// If there are no frames stored, return NULL
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if (_frames.size() == 0) {
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return NULL;
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}
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// If no argument is passed, return the current frame
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if (frameNum == kCurrentFrame) {
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return _frames[_currentFrame];
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} else {
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return _frames[frameNum];
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}
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}
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uint Animation::getFrameCount() const {
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return _frames.size();
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}
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uint Animation::currentFrameNum() const {
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return _currentFrame;
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}
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void Animation::setCurrentFrame(uint frame) {
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// Check whether the value is sane
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if (frame >= _frames.size()) {
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return;
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}
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_currentFrame = frame;
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}
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void Animation::deleteFrames() {
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// If there are no frames to delete, return
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if (_frames.size() == 0) {
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return;
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}
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markDirtyRect(_vm->_screen->getSurface());
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for (int i = getFrameCount() - 1; i >= 0; --i) {
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delete _frames[i];
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_frames.pop_back();
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}
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_samples.clear();
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}
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void Animation::stopAnimation() {
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_vm->_anims->stop(_id);
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}
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void Animation::exitGameLoop() {
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_vm->_game->setExitLoop(true);
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}
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Animation *AnimationManager::addAnimation(int id, uint z, bool playing) {
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// Increment animation index
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++_lastIndex;
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Animation *anim = new Animation(_vm, _lastIndex);
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anim->setID(id);
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anim->setZ(z);
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anim->setPlaying(playing);
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insertAnimation(anim);
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return anim;
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}
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Animation *AnimationManager::addItem(int id, bool playing) {
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Animation *anim = new Animation(_vm, kIgnoreIndex);
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anim->setID(id);
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anim->setZ(256);
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anim->setPlaying(playing);
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insertAnimation(anim);
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return anim;
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}
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Animation *AnimationManager::addText(int id, bool playing) {
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Animation *anim = new Animation(_vm, kIgnoreIndex);
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anim->setID(id);
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anim->setZ(257);
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anim->setPlaying(playing);
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insertAnimation(anim);
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return anim;
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}
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void AnimationManager::play(int id) {
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Animation *anim = getAnimation(id);
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if (anim) {
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// Mark the first frame dirty so it gets displayed
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anim->markDirtyRect(_vm->_screen->getSurface());
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anim->setPlaying(true);
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debugC(3, kDraciAnimationDebugLevel, "Playing animation %d...", id);
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}
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}
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void AnimationManager::stop(int id) {
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Animation *anim = getAnimation(id);
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if (anim) {
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// Clean up the last frame that was drawn before stopping
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anim->markDirtyRect(_vm->_screen->getSurface());
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anim->setPlaying(false);
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// Reset the animation to the beginning
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anim->setCurrentFrame(0);
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debugC(3, kDraciAnimationDebugLevel, "Stopping animation %d...", id);
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}
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}
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void AnimationManager::pauseAnimations() {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() > 0 || (*it)->getID() == kTitleText) {
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// Clean up the last frame that was drawn before stopping
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(*it)->markDirtyRect(_vm->_screen->getSurface());
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(*it)->setPaused(true);
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}
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}
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}
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void AnimationManager::unpauseAnimations() {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->isPaused()) {
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// Clean up the last frame that was drawn before stopping
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(*it)->markDirtyRect(_vm->_screen->getSurface());
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(*it)->setPaused(false);
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}
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}
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}
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Animation *AnimationManager::getAnimation(int id) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() == id) {
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return *it;
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}
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}
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return NULL;
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}
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void AnimationManager::insertAnimation(Animation *anim) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if (anim->getZ() < (*it)->getZ())
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break;
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}
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_animations.insert(it, anim);
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}
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void AnimationManager::addOverlay(Drawable *overlay, uint z) {
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// Since this is an overlay, we don't need it to be deleted
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// when the GPL Release command is invoked so we pass the index
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// as kIgnoreIndex
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Animation *anim = new Animation(_vm, kIgnoreIndex);
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anim->setID(kOverlayImage);
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anim->setZ(z);
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anim->setPlaying(true);
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anim->addFrame(overlay, NULL);
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insertAnimation(anim);
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}
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void AnimationManager::drawScene(Surface *surf) {
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// Fill the screen with colour zero since some rooms may rely on the screen being black
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_vm->_screen->getSurface()->fill(0);
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sortAnimations();
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if (! ((*it)->isPlaying()) ) {
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continue;
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}
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(*it)->nextFrame();
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(*it)->drawFrame(surf);
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}
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}
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void AnimationManager::sortAnimations() {
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Common::List<Animation *>::iterator cur;
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Common::List<Animation *>::iterator next;
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cur = _animations.begin();
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// If the list is empty, we're done
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if (cur == _animations.end())
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return;
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bool hasChanged;
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do {
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hasChanged = false;
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cur = _animations.begin();
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next = cur;
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while (true) {
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next++;
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// If we are at the last element, we're done
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if (next == _animations.end())
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break;
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// If we find an animation out of order, reinsert it
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if ((*next)->getZ() < (*cur)->getZ()) {
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Animation *anim = *next;
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next = _animations.reverse_erase(next);
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insertAnimation(anim);
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hasChanged = true;
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}
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// Advance to next animation
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cur = next;
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}
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} while (hasChanged);
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}
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void AnimationManager::deleteAnimation(int id) {
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Common::List<Animation *>::iterator it;
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int index = -1;
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// Iterate for the first time to delete the animation
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() == id) {
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// Remember index of the deleted animation
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index = (*it)->getIndex();
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delete *it;
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_animations.erase(it);
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debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", id);
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break;
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}
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}
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// Iterate the second time to decrease indexes greater than the deleted animation index
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getIndex() > index && (*it)->getIndex() != kIgnoreIndex) {
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(*it)->setIndex((*it)->getIndex() - 1);
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}
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}
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// Decrement index of last animation
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_lastIndex -= 1;
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}
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void AnimationManager::deleteOverlays() {
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debugC(3, kDraciAnimationDebugLevel, "Deleting overlays...");
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() == kOverlayImage) {
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delete *it;
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it = _animations.reverse_erase(it);
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}
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}
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}
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void AnimationManager::deleteAll() {
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debugC(3, kDraciAnimationDebugLevel, "Deleting all animations...");
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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delete *it;
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}
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_animations.clear();
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_lastIndex = -1;
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}
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int AnimationManager::getLastIndex() const {
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return _lastIndex;
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}
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void AnimationManager::deleteAfterIndex(int index) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getIndex() > index) {
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debugC(3, kDraciAnimationDebugLevel, "Deleting animation %d...", (*it)->getID());
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delete *it;
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it = _animations.reverse_erase(it);
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}
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}
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_lastIndex = index;
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}
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int AnimationManager::getTopAnimationID(int x, int y) const {
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Common::List<Animation *>::const_iterator it;
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// The default return value if no animations were found on these coordinates (not even overlays)
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// i.e. the black background shows through so treat it as an overlay
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int retval = kOverlayImage;
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// Get transparent colour for the current screen
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const int transparent = _vm->_screen->getSurface()->getTransparentColour();
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for (it = _animations.reverse_begin(); it != _animations.end(); --it) {
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Animation *anim = *it;
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// If the animation is not playing, ignore it
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if (!anim->isPlaying() || anim->isPaused()) {
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continue;
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}
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const Drawable *frame = anim->getFrame();
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if (frame == NULL) {
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continue;
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}
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if (frame->getRect(anim->getDisplacement()).contains(x, y)) {
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if (frame->getType() == kDrawableText) {
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retval = anim->getID();
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} else if (frame->getType() == kDrawableSprite &&
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reinterpret_cast<const Sprite *>(frame)->getPixel(x, y, anim->getDisplacement()) != transparent) {
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retval = anim->getID();
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}
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}
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// Found an animation
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if (retval != kOverlayImage)
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break;
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}
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return retval;
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}
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}
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