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https://github.com/libretro/scummvm.git
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86 lines
2.3 KiB
C++
86 lines
2.3 KiB
C++
/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SHERLOCK_ANIMATION_H
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#define SHERLOCK_ANIMATION_H
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#include "common/scummsys.h"
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#include "common/path.h"
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#include "common/array.h"
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namespace Sherlock {
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#define FRAMES_END 32000
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class SherlockEngine;
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class Animation {
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private:
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SherlockEngine *_vm;
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Common::Array<const char *> _prologueNames;
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Common::Array<Common::Array<int> > _prologueFrames;
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Common::Array<const char *> _titleNames;
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Common::Array<Common::Array<int> > _titleFrames;
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/**
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* Checks for whether an animation is being played that has associated sound
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*/
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const int *checkForSoundFrames(const Common::Path &filename, bool intro);
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public:
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Common::Path _soundLibraryFilename;
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Common::Path _gfxLibraryFilename;
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public:
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Animation(SherlockEngine *vm);
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/**
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* Load the prologue name array
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*/
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void setPrologueNames(const char *const *names, int count);
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/**
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* Load the prologue frame array
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*/
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void setPrologueFrames(const int *frames, int count, int maxFrames);
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/**
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* Load the title name array
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*/
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void setTitleNames(const char *const *names, int count);
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/**
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* Load the title frame array
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*/
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void setTitleFrames(const int *frames, int count, int maxFrames);
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/**
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* Play a full-screen animation
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*/
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bool play(const Common::Path &filename, bool intro, int minDelay, int fade, bool setPalette, int speed);
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bool play3DO(const Common::Path &filename, bool intro, int minDelay, bool fadeFromGrey, int speed);
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};
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} // End of namespace Sherlock
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#endif
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