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