scummvm/engines/sword25/gfx/animationtemplate.h
Eugene Sandulenko 3fb0e9383b SWORD25: Removed last traces of STL
svn-id: r53262
2010-10-12 23:07:29 +00:00

134 lines
4.0 KiB
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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
*
*/
#ifndef SWORD25_ANIMATION_TEMPLATE_H
#define SWORD25_ANIMATION_TEMPLATE_H
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/kernel/common.h"
#include "sword25/kernel/persistable.h"
#include "sword25/gfx/animationdescription.h"
namespace Sword25 {
// -----------------------------------------------------------------------------
// Forward declarations
// -----------------------------------------------------------------------------
class AnimationResource;
// -----------------------------------------------------------------------------
// Klassendefinition
// -----------------------------------------------------------------------------
class AnimationTemplate : public AnimationDescription {
public:
static unsigned int Create(const Common::String &SourceAnimation);
static unsigned int Create(const AnimationTemplate &Other);
static unsigned int Create(InputPersistenceBlock &Reader, unsigned int Handle);
AnimationTemplate *ResolveHandle(unsigned int Handle) const;
private:
AnimationTemplate(const Common::String &SourceAnimation);
AnimationTemplate(const AnimationTemplate &Other);
AnimationTemplate(InputPersistenceBlock &Reader, unsigned int Handle);
public:
~AnimationTemplate();
virtual const Frame &GetFrame(unsigned int Index) const {
BS_ASSERT(Index < m_Frames.size());
return m_Frames[Index];
}
virtual unsigned int GetFrameCount() const {
return m_Frames.size();
}
virtual void Unlock() {
delete this;
}
bool IsValid() const {
return m_Valid;
}
/**
@brief F<>gt einen neuen Frame zur Animation hinzu.
Der Frame wird an das Ende der Animation angeh<65>ngt.
@param Index der Index des Frames in der Quellanimation
*/
void AddFrame(int Index);
/**
@brief <20>ndert einen bereits in der Animation vorhandenen Frame.
@param DestIndex der Index des Frames der <20>berschrieben werden soll
@param SrcIndex der Index des einzuf<75>genden Frames in der Quellanimation
*/
void SetFrame(int DestIndex, int SrcIndex);
/**
@brief Setzt den Animationstyp.
@param Type der Typ der Animation. Muss aus den enum BS_Animation::ANIMATION_TYPES sein.
*/
void SetAnimationType(Animation::ANIMATION_TYPES Type) {
m_AnimationType = Type;
}
/**
@brief Setzt die Abspielgeschwindigkeit.
@param FPS die Abspielgeschwindigkeit in Frames pro Sekunde.
*/
void SetFPS(int FPS);
virtual bool Persist(OutputPersistenceBlock &Writer);
virtual bool Unpersist(InputPersistenceBlock &Reader);
private:
Common::Array<Frame> m_Frames;
AnimationResource *m_SourceAnimationPtr;
bool m_Valid;
AnimationResource *RequestSourceAnimation(const Common::String &SourceAnimation) const;
bool ValidateSourceIndex(unsigned int Index) const;
bool ValidateDestIndex(unsigned int Index) const;
};
} // End of namespace Sword25
#endif