scummvm/engines/access/animation.h
2021-12-26 18:48:43 +01:00

139 lines
3.2 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 ACCESS_ANIMATION_H
#define ACCESS_ANIMATION_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/memstream.h"
#include "access/data.h"
#include "access/files.h"
namespace Access {
class AnimationResource;
class Animation;
class AnimationFrame;
class AnimationFramePart;
class AnimationManager : public Manager {
private:
Common::Array<Animation *> _animationTimers;
AnimationResource *_animation;
public:
Animation *_animStart;
Common::Point _base;
int _frameScale;
public:
AnimationManager(AccessEngine *vm);
~AnimationManager();
void freeAnimationData();
void loadAnimations(Resource *res);
Animation *findAnimation(int animId);
Animation *setAnimation(int animId);
void animate(int animId);
/**
* Clear the list of currently active animations
*/
void clearTimers();
/**
* Add an animation to the list of currently animating ones
*/
void setAnimTimer(Animation *anim);
/**
* Update the timing of all currently active animation
*/
void updateTimers();
};
class AnimationResource {
private:
Common::Array<Animation *> _animations;
public:
AnimationResource(AccessEngine *vm, Resource *res);
~AnimationResource();
int getCount() { return _animations.size(); }
Animation *getAnimation(int idx) { return _animations[idx]; }
};
class Animation : public Manager {
private:
Common::Array<AnimationFrame *> _frames;
void anim0();
void anim1();
void anim2();
void anim3();
void anim4();
void animNone();
void anim7();
AnimationFrame *calcFrame();
AnimationFrame *calcFrame1();
void setFrame(AnimationFrame *frame);
void setFrame1(AnimationFrame *frame);
public:
int _type;
int _scaling;
int _frameNumber;
int _initialTicks;
int _loopCount;
int _countdownTicks;
int _currentLoopCount;
public:
Animation(AccessEngine *vm, Common::SeekableReadStream *stream);
~Animation();
void animate();
};
class AnimationFrame {
public:
int _baseX, _baseY;
int _frameDelay;
Common::Array<AnimationFramePart *> _parts;
public:
AnimationFrame(Common::SeekableReadStream *stream, int startOffset);
~AnimationFrame();
};
class AnimationFramePart {
public:
byte _flags;
int _spritesIndex;
int _frameIndex;
Common::Point _position;
int _offsetY;
public:
AnimationFramePart(Common::SeekableReadStream *stream);
};
} // End of namespace Access
#endif /* ACCESS_ANIMATION_H */