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123 lines
3.6 KiB
C++
123 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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*/
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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_ANIMATION_TEMPLATE_H
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#define SWORD25_ANIMATION_TEMPLATE_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/animationdescription.h"
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namespace Sword25 {
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class AnimationResource;
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class AnimationTemplate : public AnimationDescription {
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public:
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static uint create(const Common::String &sourceAnimation);
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static uint create(const AnimationTemplate &other);
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static uint create(InputPersistenceBlock &reader, uint handle);
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AnimationTemplate *resolveHandle(uint handle) const;
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private:
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AnimationTemplate(const Common::String &sourceAnimation);
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AnimationTemplate(const AnimationTemplate &other);
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AnimationTemplate(InputPersistenceBlock &reader, uint handle);
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public:
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~AnimationTemplate();
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virtual const Frame &getFrame(uint index) const {
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assert(index < _frames.size());
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return _frames[index];
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}
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virtual uint getFrameCount() const {
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return _frames.size();
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}
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virtual void unlock() {
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delete this;
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}
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bool isValid() const {
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return _valid;
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}
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/**
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@brief F<>gt einen neuen Frame zur Animation hinzu.
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Der Frame wird an das Ende der Animation angeh<65>ngt.
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@param Index der Index des Frames in der Quellanimation
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*/
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void addFrame(int index);
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/**
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@brief <20>ndert einen bereits in der Animation vorhandenen Frame.
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@param DestIndex der Index des Frames der <20>berschrieben werden soll
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@param SrcIndex der Index des einzuf<75>genden Frames in der Quellanimation
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*/
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void setFrame(int destIndex, int srcIndex);
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/**
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@brief Setzt den Animationstyp.
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@param Type der Typ der Animation. Muss aus den enum BS_Animation::ANIMATION_TYPES sein.
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*/
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void setAnimationType(Animation::ANIMATION_TYPES type) {
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_animationType = type;
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}
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/**
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@brief Setzt die Abspielgeschwindigkeit.
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@param FPS die Abspielgeschwindigkeit in Frames pro Sekunde.
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*/
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void setFPS(int FPS);
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virtual bool persist(OutputPersistenceBlock &writer);
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virtual bool unpersist(InputPersistenceBlock &reader);
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private:
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Common::Array<Frame> _frames;
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AnimationResource *_sourceAnimationPtr;
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bool _valid;
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AnimationResource *requestSourceAnimation(const Common::String &sourceAnimation) const;
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bool validateSourceIndex(uint index) const;
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bool validateDestIndex(uint index) const;
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};
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} // End of namespace Sword25
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#endif
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