mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-12 04:36:15 +00:00
b01994a53b
The things which are intentionally left with the prefix: BS_LOG, BS_ASSERT, BS_Rect, BS_String. svn-id: r53261
120 lines
3.6 KiB
C++
120 lines
3.6 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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#ifndef SWORD25_ANIMATIONDESCRIPTION_H
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#define SWORD25_ANIMATIONDESCRIPTION_H
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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#include "sword25/kernel/common.h"
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#include "sword25/kernel/persistable.h"
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#include "sword25/gfx/animation.h"
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namespace Sword25 {
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// -----------------------------------------------------------------------------
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// Klassendefinition
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// -----------------------------------------------------------------------------
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class AnimationDescription : public Persistable {
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protected:
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AnimationDescription() :
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m_AnimationType(Animation::AT_LOOP),
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m_FPS(10),
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m_MillisPerFrame(0),
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m_ScalingAllowed(true),
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m_AlphaAllowed(true),
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m_ColorModulationAllowed(true)
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{};
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public:
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struct Frame {
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// Die Hotspot-Angabe bezieht sich auf das ungeflippte Bild!!
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int HotspotX;
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int HotspotY;
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bool FlipV;
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bool FlipH;
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Common::String FileName;
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Common::String Action;
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};
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// -----------------------------------------------------------------------------
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// Abstrakte Methoden
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// -----------------------------------------------------------------------------
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virtual const Frame &GetFrame(unsigned int Index) const = 0;
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virtual unsigned int GetFrameCount() const = 0;
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virtual void Unlock() = 0;
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// -----------------------------------------------------------------------------
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// Getter Methoden
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// -----------------------------------------------------------------------------
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Animation::ANIMATION_TYPES GetAnimationType() const {
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return m_AnimationType;
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}
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int GetFPS() const {
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return m_FPS;
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}
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int GetMillisPerFrame() const {
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return m_MillisPerFrame;
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}
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bool IsScalingAllowed() const {
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return m_ScalingAllowed;
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}
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bool IsAlphaAllowed() const {
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return m_AlphaAllowed;
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}
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bool IsColorModulationAllowed() const {
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return m_ColorModulationAllowed;
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}
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virtual bool Persist(OutputPersistenceBlock &Writer);
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virtual bool Unpersist(InputPersistenceBlock &Reader);
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protected:
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Animation::ANIMATION_TYPES m_AnimationType;
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int m_FPS;
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int m_MillisPerFrame;
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bool m_ScalingAllowed;
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bool m_AlphaAllowed;
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bool m_ColorModulationAllowed;
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};
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} // End of namespace Sword25
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#endif
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