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78 lines
2.3 KiB
C++
78 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 HOPKINS_ANIM_H
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#define HOPKINS_ANIM_H
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#include "common/scummsys.h"
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#include "common/endian.h"
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#include "common/str.h"
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#include "graphics/surface.h"
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namespace Hopkins {
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struct BankItem {
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byte *_data;
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bool _loadedFl;
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Common::String _filename;
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int _fileHeader;
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int _objDataIdx;
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};
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struct BqeAnimItem {
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byte *_data;
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bool _enabledFl;
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};
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class HopkinsEngine;
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class AnimationManager {
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private:
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bool _clearAnimationFl;
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HopkinsEngine *_vm;
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void initAnimBqe();
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int loadSpriteBank(int idx, const Common::String &filename);
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void searchAnim(const byte *data, int animIndex, int count);
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public:
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BqeAnimItem _animBqe[35];
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BankItem Bank[8];
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AnimationManager(HopkinsEngine *vm);
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void clearAll();
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void loadAnim(const Common::String &animName);
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void clearAnim();
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void playAnim(const Common::String &hiresName, const Common::String &lowresName, uint32 rate1, uint32 rate2, uint32 rate3, bool skipSeqFl = false);
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void playAnim2(const Common::String &hiresName, const Common::String &lowresName, uint32 rate1, uint32 rate2, uint32 rate3);
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void playSequence(const Common::String &file, uint32 rate1, uint32 rate2, uint32 rate3, bool skipEscFl, bool skipSeqFl, bool noColFl = false);
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void playSequence2(const Common::String &file, uint32 rate1, uint32 rate2, uint32 rate3, bool skipSeqFl = false);
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void setClearAnimFlag() { _clearAnimationFl = true; }
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void unsetClearAnimFlag() { _clearAnimationFl = false; }
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};
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} // End of namespace Hopkins
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#endif /* HOPKINS_ANIM_H */
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