mirror of
https://github.com/libretro/scummvm.git
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3399c3aeb6
svn-id: r44802
100 lines
3.4 KiB
C++
100 lines
3.4 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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* Object animation definitions
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*/
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#ifndef TINSEL_ANIM_H // prevent multiple includes
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#define TINSEL_ANIM_H
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#include "tinsel/dw.h" // for SCNHANDLE
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namespace Tinsel {
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struct OBJECT;
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/** animation structure */
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struct ANIM {
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int aniRate; ///< animation speed
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int aniDelta; ///< animation speed delta counter
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OBJECT *pObject; ///< object to animate (assumed to be multi-part)
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uint32 hScript; ///< animation script handle
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int scriptIndex; ///< current position in animation script
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};
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typedef ANIM *PANIM;
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typedef void (*PANI_ADDR)(struct ANIM *);
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/** Animation script commands */
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enum {
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ANI_END = 0, ///< end of animation script
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ANI_JUMP = 1, ///< animation script jump
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ANI_HFLIP = 2, ///< flip animated object horizontally
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ANI_VFLIP = 3, ///< flip animated object vertically
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ANI_HVFLIP = 4, ///< flip animated object in both directions
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ANI_ADJUSTX = 5, ///< adjust animated object x animation point
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ANI_ADJUSTY = 6, ///< adjust animated object y animation point
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ANI_ADJUSTXY = 7, ///< adjust animated object x & y animation points
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ANI_NOSLEEP = 8, ///< do not sleep for this frame
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ANI_CALL = 9, ///< call routine
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ANI_HIDE = 10, ///< hide animated object
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ANI_STOP = 11 ///< stop sound
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};
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/** animation script command possibilities */
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union ANI_SCRIPT {
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int32 op; ///< treat as an opcode or operand
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uint32 hFrame; ///< treat as a animation frame handle
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// PANI_ADDR pFunc; ///< treat as a animation function call
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};
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/*----------------------------------------------------------------------*\
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|* Anim Function Prototypes *|
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\*----------------------------------------------------------------------*/
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/** states for DoNextFrame */
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enum SCRIPTSTATE {ScriptFinished, ScriptNoSleep, ScriptSleep};
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SCRIPTSTATE DoNextFrame( // Execute the next animation frame of a animation script
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ANIM *pAnim); // animation data structure
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void InitStepAnimScript( // Init a ANIM struct for single stepping through a animation script
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ANIM *pAnim, // animation data structure
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OBJECT *pAniObj, // object to animate
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SCNHANDLE hNewScript, // handle to script of multipart frames
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int aniSpeed); // sets speed of animation in frames
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SCRIPTSTATE StepAnimScript( // Execute the next command in a animation script
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ANIM *pAnim); // animation data structure
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void SkipFrames( // Skip the specified number of frames
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ANIM *pAnim, // animation data structure
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int numFrames); // number of frames to skip
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bool AboutToJumpOrEnd(PANIM pAnim);
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} // End of namespace Tinsel
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#endif // TINSEL_ANIM_H
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