scummvm/engines/stark/resources/animhierarchy.h
2021-12-26 21:19:38 +01:00

111 lines
3.0 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef STARK_RESOURCES_ANIM_HIERARCHY_H
#define STARK_RESOURCES_ANIM_HIERARCHY_H
#include "common/str.h"
#include "engines/stark/resources/object.h"
#include "engines/stark/resourcereference.h"
namespace Stark {
class Visual;
namespace Formats {
class XRCReadStream;
}
namespace Resources {
class Anim;
class BonesMesh;
class ItemVisual;
class TextureSet;
/**
* An animation hierarchy is a container resource referencing the available
* animations for an item.
*
* This resource keeps track of the currently selected animation.
*/
class AnimHierarchy : public Object {
public:
static const Type::ResourceType TYPE = Type::kAnimHierarchy;
AnimHierarchy(Object *parent, byte subType, uint16 index, const Common::String &name);
~AnimHierarchy() override;
// Resource API
void readData(Formats::XRCReadStream *stream) override;
void onAllLoaded() override;
/** Set and apply the current animation kind for an item */
void setItemAnim(ItemVisual *item, int32 activity);
/** Unselect the current animation and remove it from an item */
void unselectItemAnim(ItemVisual *item);
/** Apply the current animation to an item */
void selectItemAnim(ItemVisual *item);
/** Obtain the currently selected animation */
Anim *getCurrentAnim();
/** Retrieve the first bone mesh from the anim hierarchy children, if any */
BonesMesh *findBonesMesh();
/**
* Retrieve the first texture of the appropriate type from the anim
* hierarchy children, if any
*/
TextureSet *findTextureSet(uint32 textureType);
Visual *getVisualForUsage(uint32 usage);
/** Randomize an idle action animation */
Anim *getIdleActionAnim() const;
protected:
void loadActivityAnimations();
void loadIdleAnimations();
Anim *getAnimForActivity(uint32 activity);
void printData() override;
Common::Array<ResourceReference> _animationReferences;
Common::Array<Anim *> _activityAnimations;
Common::Array<Anim *> _idleAnimations;
ResourceReference _parentAnimHierarchyReference;
float _field_5C;
uint32 _currentActivity;
Anim *_currentAnim;
uint32 _idleActionsFrequencySum;
};
} // End of namespace Resources
} // End of namespace Stark
#endif // STARK_RESOURCES_ANIM_HIERARCHY_H