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![Eugene Sandulenko](/assets/img/avatar_default.png)
The things which are intentionally left with the prefix: BS_LOG, BS_ASSERT, BS_Rect, BS_String. svn-id: r53261
279 lines
8.8 KiB
C++
279 lines
8.8 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
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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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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#define BS_LOG_PREFIX "ANIMATIONTEMPLATE"
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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#include "sword25/kernel/kernel.h"
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#include "sword25/kernel/resource.h"
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/gfx/animationresource.h"
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#include "sword25/gfx/animationtemplate.h"
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#include "sword25/gfx/animationtemplateregistry.h"
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namespace Sword25 {
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// -----------------------------------------------------------------------------
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// Konstruktion / Destruktion
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// -----------------------------------------------------------------------------
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unsigned int AnimationTemplate::Create(const Common::String &SourceAnimation) {
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AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(SourceAnimation);
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if (AnimationTemplatePtr->IsValid()) {
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return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr);
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} else {
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delete AnimationTemplatePtr;
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return 0;
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}
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}
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// -----------------------------------------------------------------------------
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unsigned int AnimationTemplate::Create(const AnimationTemplate &Other) {
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AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(Other);
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if (AnimationTemplatePtr->IsValid()) {
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return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr);
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} else {
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delete AnimationTemplatePtr;
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return 0;
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}
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}
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// -----------------------------------------------------------------------------
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unsigned int AnimationTemplate::Create(InputPersistenceBlock &Reader, unsigned int Handle) {
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AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(Reader, Handle);
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if (AnimationTemplatePtr->IsValid()) {
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return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr);
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} else {
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delete AnimationTemplatePtr;
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return 0;
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}
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}
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// -----------------------------------------------------------------------------
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AnimationTemplate::AnimationTemplate(const Common::String &SourceAnimation) {
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// Objekt registrieren.
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AnimationTemplateRegistry::GetInstance().RegisterObject(this);
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m_Valid = false;
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// Die Animations-Resource wird f<>r die gesamte Lebensdauer des Objektes gelockt
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m_SourceAnimationPtr = RequestSourceAnimation(SourceAnimation);
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// Erfolg signalisieren
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m_Valid = (m_SourceAnimationPtr != 0);
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}
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// -----------------------------------------------------------------------------
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AnimationTemplate::AnimationTemplate(const AnimationTemplate &Other) {
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// Objekt registrieren.
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AnimationTemplateRegistry::GetInstance().RegisterObject(this);
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m_Valid = false;
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// Die Animations-Resource wird f<>r die gesamte Lebensdauer des Objektes gelockt.
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if (!Other.m_SourceAnimationPtr) return;
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m_SourceAnimationPtr = RequestSourceAnimation(Other.m_SourceAnimationPtr->GetFileName());
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// Alle Member kopieren.
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m_AnimationType = Other.m_AnimationType;
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m_FPS = Other.m_FPS;
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m_MillisPerFrame = Other.m_MillisPerFrame;
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m_ScalingAllowed = Other.m_ScalingAllowed;
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m_AlphaAllowed = Other.m_AlphaAllowed;
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m_ColorModulationAllowed = Other.m_ColorModulationAllowed;
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m_Frames = Other.m_Frames;
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m_SourceAnimationPtr = Other.m_SourceAnimationPtr;
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m_Valid = Other.m_Valid;
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m_Valid &= (m_SourceAnimationPtr != 0);
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}
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// -----------------------------------------------------------------------------
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AnimationTemplate::AnimationTemplate(InputPersistenceBlock &Reader, unsigned int Handle) {
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// Objekt registrieren.
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AnimationTemplateRegistry::GetInstance().RegisterObject(this, Handle);
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// Objekt laden.
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m_Valid = Unpersist(Reader);
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}
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// -----------------------------------------------------------------------------
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AnimationResource *AnimationTemplate::RequestSourceAnimation(const Common::String &SourceAnimation) const {
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ResourceManager *RMPtr = Kernel::GetInstance()->GetResourceManager();
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Resource *ResourcePtr;
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if (NULL == (ResourcePtr = RMPtr->RequestResource(SourceAnimation)) || ResourcePtr->GetType() != Resource::TYPE_ANIMATION) {
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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());
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return 0;
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}
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return static_cast<AnimationResource *>(ResourcePtr);
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}
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// -----------------------------------------------------------------------------
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AnimationTemplate::~AnimationTemplate() {
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// Animations-Resource freigeben
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if (m_SourceAnimationPtr) {
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m_SourceAnimationPtr->Release();
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}
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// Objekt deregistrieren
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AnimationTemplateRegistry::GetInstance().DeregisterObject(this);
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}
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// -----------------------------------------------------------------------------
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void AnimationTemplate::AddFrame(int Index) {
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if (ValidateSourceIndex(Index)) {
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m_Frames.push_back(m_SourceAnimationPtr->GetFrame(Index));
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}
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}
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// -----------------------------------------------------------------------------
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void AnimationTemplate::SetFrame(int DestIndex, int SrcIndex) {
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if (ValidateDestIndex(DestIndex) && ValidateSourceIndex(SrcIndex)) {
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m_Frames[DestIndex] = m_SourceAnimationPtr->GetFrame(SrcIndex);
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}
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}
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// -----------------------------------------------------------------------------
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bool AnimationTemplate::ValidateSourceIndex(unsigned int Index) const {
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if (Index > m_SourceAnimationPtr->GetFrameCount()) {
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BS_LOG_WARNINGLN("Tried to insert a frame (\"%d\") that does not exist in the source animation (\"%s\"). Ignoring call.",
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Index, m_SourceAnimationPtr->GetFileName().c_str());
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return false;
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} else
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return true;
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}
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// -----------------------------------------------------------------------------
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bool AnimationTemplate::ValidateDestIndex(unsigned int Index) const {
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if (Index > m_Frames.size()) {
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BS_LOG_WARNINGLN("Tried to change a nonexistent frame (\"%d\") in a template animation. Ignoring call.",
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Index);
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return false;
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} else
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return true;
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}
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// -----------------------------------------------------------------------------
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void AnimationTemplate::SetFPS(int FPS) {
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m_FPS = FPS;
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m_MillisPerFrame = 1000000 / m_FPS;
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}
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// -----------------------------------------------------------------------------
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bool AnimationTemplate::Persist(OutputPersistenceBlock &Writer) {
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bool Result = true;
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// Parent persistieren.
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Result &= AnimationDescription::Persist(Writer);
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// Frameanzahl schreiben.
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Writer.Write(m_Frames.size());
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// Frames einzeln persistieren.
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Common::Array<const Frame>::const_iterator Iter = m_Frames.begin();
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while (Iter != m_Frames.end()) {
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Writer.Write(Iter->HotspotX);
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Writer.Write(Iter->HotspotY);
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Writer.Write(Iter->FlipV);
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Writer.Write(Iter->FlipH);
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Writer.Write(Iter->FileName);
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Writer.Write(Iter->Action);
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++Iter;
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}
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// Restliche Member persistieren.
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Writer.Write(m_SourceAnimationPtr->GetFileName());
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Writer.Write(m_Valid);
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return Result;
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}
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// -----------------------------------------------------------------------------
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bool AnimationTemplate::Unpersist(InputPersistenceBlock &Reader) {
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bool Result = true;
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// Parent wieder herstellen.
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Result &= AnimationDescription::Unpersist(Reader);
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// Frameanzahl lesen.
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unsigned int FrameCount;
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Reader.Read(FrameCount);
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// Frames einzeln wieder herstellen.
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for (unsigned int i = 0; i < FrameCount; ++i) {
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Frame frame;
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Reader.Read(frame.HotspotX);
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Reader.Read(frame.HotspotY);
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Reader.Read(frame.FlipV);
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Reader.Read(frame.FlipH);
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Reader.Read(frame.FileName);
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Reader.Read(frame.Action);
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m_Frames.push_back(frame);
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}
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// Die Animations-Resource wird f<>r die gesamte Lebensdauer des Objektes gelockt
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Common::String SourceAnimation;
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Reader.Read(SourceAnimation);
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m_SourceAnimationPtr = RequestSourceAnimation(SourceAnimation);
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Reader.Read(m_Valid);
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return m_SourceAnimationPtr && Reader.IsGood() && Result;
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}
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} // End of namespace Sword25
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