scummvm/engines/sword25/gfx/animationtemplate.cpp
Eugene Sandulenko b01994a53b SWORD25: removed BS_ prefix from rest of the classes.
The things which are intentionally left with the prefix:
BS_LOG, BS_ASSERT, BS_Rect, BS_String.

svn-id: r53261
2010-10-12 22:59:01 +00:00

279 lines
8.8 KiB
C++
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/* 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
*
*/
#define BS_LOG_PREFIX "ANIMATIONTEMPLATE"
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/kernel/kernel.h"
#include "sword25/kernel/resource.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/gfx/animationresource.h"
#include "sword25/gfx/animationtemplate.h"
#include "sword25/gfx/animationtemplateregistry.h"
namespace Sword25 {
// -----------------------------------------------------------------------------
// Konstruktion / Destruktion
// -----------------------------------------------------------------------------
unsigned int AnimationTemplate::Create(const Common::String &SourceAnimation) {
AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(SourceAnimation);
if (AnimationTemplatePtr->IsValid()) {
return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr);
} else {
delete AnimationTemplatePtr;
return 0;
}
}
// -----------------------------------------------------------------------------
unsigned int AnimationTemplate::Create(const AnimationTemplate &Other) {
AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(Other);
if (AnimationTemplatePtr->IsValid()) {
return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr);
} else {
delete AnimationTemplatePtr;
return 0;
}
}
// -----------------------------------------------------------------------------
unsigned int AnimationTemplate::Create(InputPersistenceBlock &Reader, unsigned int Handle) {
AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(Reader, Handle);
if (AnimationTemplatePtr->IsValid()) {
return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr);
} else {
delete AnimationTemplatePtr;
return 0;
}
}
// -----------------------------------------------------------------------------
AnimationTemplate::AnimationTemplate(const Common::String &SourceAnimation) {
// Objekt registrieren.
AnimationTemplateRegistry::GetInstance().RegisterObject(this);
m_Valid = false;
// Die Animations-Resource wird f<>r die gesamte Lebensdauer des Objektes gelockt
m_SourceAnimationPtr = RequestSourceAnimation(SourceAnimation);
// Erfolg signalisieren
m_Valid = (m_SourceAnimationPtr != 0);
}
// -----------------------------------------------------------------------------
AnimationTemplate::AnimationTemplate(const AnimationTemplate &Other) {
// Objekt registrieren.
AnimationTemplateRegistry::GetInstance().RegisterObject(this);
m_Valid = false;
// Die Animations-Resource wird f<>r die gesamte Lebensdauer des Objektes gelockt.
if (!Other.m_SourceAnimationPtr) return;
m_SourceAnimationPtr = RequestSourceAnimation(Other.m_SourceAnimationPtr->GetFileName());
// Alle Member kopieren.
m_AnimationType = Other.m_AnimationType;
m_FPS = Other.m_FPS;
m_MillisPerFrame = Other.m_MillisPerFrame;
m_ScalingAllowed = Other.m_ScalingAllowed;
m_AlphaAllowed = Other.m_AlphaAllowed;
m_ColorModulationAllowed = Other.m_ColorModulationAllowed;
m_Frames = Other.m_Frames;
m_SourceAnimationPtr = Other.m_SourceAnimationPtr;
m_Valid = Other.m_Valid;
m_Valid &= (m_SourceAnimationPtr != 0);
}
// -----------------------------------------------------------------------------
AnimationTemplate::AnimationTemplate(InputPersistenceBlock &Reader, unsigned int Handle) {
// Objekt registrieren.
AnimationTemplateRegistry::GetInstance().RegisterObject(this, Handle);
// Objekt laden.
m_Valid = Unpersist(Reader);
}
// -----------------------------------------------------------------------------
AnimationResource *AnimationTemplate::RequestSourceAnimation(const Common::String &SourceAnimation) const {
ResourceManager *RMPtr = Kernel::GetInstance()->GetResourceManager();
Resource *ResourcePtr;
if (NULL == (ResourcePtr = RMPtr->RequestResource(SourceAnimation)) || ResourcePtr->GetType() != Resource::TYPE_ANIMATION) {
BS_LOG_ERRORLN("The resource \"%s\" could not be requested or is has an invalid type. The animation template can't be created.", SourceAnimation.c_str());
return 0;
}
return static_cast<AnimationResource *>(ResourcePtr);
}
// -----------------------------------------------------------------------------
AnimationTemplate::~AnimationTemplate() {
// Animations-Resource freigeben
if (m_SourceAnimationPtr) {
m_SourceAnimationPtr->Release();
}
// Objekt deregistrieren
AnimationTemplateRegistry::GetInstance().DeregisterObject(this);
}
// -----------------------------------------------------------------------------
void AnimationTemplate::AddFrame(int Index) {
if (ValidateSourceIndex(Index)) {
m_Frames.push_back(m_SourceAnimationPtr->GetFrame(Index));
}
}
// -----------------------------------------------------------------------------
void AnimationTemplate::SetFrame(int DestIndex, int SrcIndex) {
if (ValidateDestIndex(DestIndex) && ValidateSourceIndex(SrcIndex)) {
m_Frames[DestIndex] = m_SourceAnimationPtr->GetFrame(SrcIndex);
}
}
// -----------------------------------------------------------------------------
bool AnimationTemplate::ValidateSourceIndex(unsigned int Index) const {
if (Index > m_SourceAnimationPtr->GetFrameCount()) {
BS_LOG_WARNINGLN("Tried to insert a frame (\"%d\") that does not exist in the source animation (\"%s\"). Ignoring call.",
Index, m_SourceAnimationPtr->GetFileName().c_str());
return false;
} else
return true;
}
// -----------------------------------------------------------------------------
bool AnimationTemplate::ValidateDestIndex(unsigned int Index) const {
if (Index > m_Frames.size()) {
BS_LOG_WARNINGLN("Tried to change a nonexistent frame (\"%d\") in a template animation. Ignoring call.",
Index);
return false;
} else
return true;
}
// -----------------------------------------------------------------------------
void AnimationTemplate::SetFPS(int FPS) {
m_FPS = FPS;
m_MillisPerFrame = 1000000 / m_FPS;
}
// -----------------------------------------------------------------------------
bool AnimationTemplate::Persist(OutputPersistenceBlock &Writer) {
bool Result = true;
// Parent persistieren.
Result &= AnimationDescription::Persist(Writer);
// Frameanzahl schreiben.
Writer.Write(m_Frames.size());
// Frames einzeln persistieren.
Common::Array<const Frame>::const_iterator Iter = m_Frames.begin();
while (Iter != m_Frames.end()) {
Writer.Write(Iter->HotspotX);
Writer.Write(Iter->HotspotY);
Writer.Write(Iter->FlipV);
Writer.Write(Iter->FlipH);
Writer.Write(Iter->FileName);
Writer.Write(Iter->Action);
++Iter;
}
// Restliche Member persistieren.
Writer.Write(m_SourceAnimationPtr->GetFileName());
Writer.Write(m_Valid);
return Result;
}
// -----------------------------------------------------------------------------
bool AnimationTemplate::Unpersist(InputPersistenceBlock &Reader) {
bool Result = true;
// Parent wieder herstellen.
Result &= AnimationDescription::Unpersist(Reader);
// Frameanzahl lesen.
unsigned int FrameCount;
Reader.Read(FrameCount);
// Frames einzeln wieder herstellen.
for (unsigned int i = 0; i < FrameCount; ++i) {
Frame frame;
Reader.Read(frame.HotspotX);
Reader.Read(frame.HotspotY);
Reader.Read(frame.FlipV);
Reader.Read(frame.FlipH);
Reader.Read(frame.FileName);
Reader.Read(frame.Action);
m_Frames.push_back(frame);
}
// Die Animations-Resource wird f<>r die gesamte Lebensdauer des Objektes gelockt
Common::String SourceAnimation;
Reader.Read(SourceAnimation);
m_SourceAnimationPtr = RequestSourceAnimation(SourceAnimation);
Reader.Read(m_Valid);
return m_SourceAnimationPtr && Reader.IsGood() && Result;
}
} // End of namespace Sword25