scummvm/engines/sherlock/animation.h
2023-12-24 13:19:25 +01:00

86 lines
2.3 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SHERLOCK_ANIMATION_H
#define SHERLOCK_ANIMATION_H
#include "common/scummsys.h"
#include "common/path.h"
#include "common/array.h"
namespace Sherlock {
#define FRAMES_END 32000
class SherlockEngine;
class Animation {
private:
SherlockEngine *_vm;
Common::Array<const char *> _prologueNames;
Common::Array<Common::Array<int> > _prologueFrames;
Common::Array<const char *> _titleNames;
Common::Array<Common::Array<int> > _titleFrames;
/**
* Checks for whether an animation is being played that has associated sound
*/
const int *checkForSoundFrames(const Common::Path &filename, bool intro);
public:
Common::Path _soundLibraryFilename;
Common::Path _gfxLibraryFilename;
public:
Animation(SherlockEngine *vm);
/**
* Load the prologue name array
*/
void setPrologueNames(const char *const *names, int count);
/**
* Load the prologue frame array
*/
void setPrologueFrames(const int *frames, int count, int maxFrames);
/**
* Load the title name array
*/
void setTitleNames(const char *const *names, int count);
/**
* Load the title frame array
*/
void setTitleFrames(const int *frames, int count, int maxFrames);
/**
* Play a full-screen animation
*/
bool play(const Common::Path &filename, bool intro, int minDelay, int fade, bool setPalette, int speed);
bool play3DO(const Common::Path &filename, bool intro, int minDelay, bool fadeFromGrey, int speed);
};
} // End of namespace Sherlock
#endif