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author | Willem Jan Palenstijn | 2015-07-22 22:37:40 +0200 |
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committer | Willem Jan Palenstijn | 2015-07-22 22:43:42 +0200 |
commit | 6ec9c81b575f13b2c4b30aeac592ebf2557b5890 (patch) | |
tree | 503d50902bad2d800165593039d08d5ccf0c98ab /engines/sherlock/scalpel/tsage/logo.h | |
parent | 5ec05f6b647c5ea41418be7ed19ad381f97cabd8 (diff) | |
parent | 4e5c8d35f7e133e2e72a846fdbd54900c91eeb73 (diff) | |
download | scummvm-rg350-6ec9c81b575f13b2c4b30aeac592ebf2557b5890.tar.gz scummvm-rg350-6ec9c81b575f13b2c4b30aeac592ebf2557b5890.tar.bz2 scummvm-rg350-6ec9c81b575f13b2c4b30aeac592ebf2557b5890.zip |
Merge branch 'master' into mm
Conflicts:
engines/access/access.cpp
engines/access/asurface.h
engines/access/bubble_box.cpp
engines/access/bubble_box.h
engines/access/martian/martian_game.cpp
engines/access/player.cpp
engines/access/player.h
engines/access/resources.cpp
engines/access/screen.cpp
engines/access/screen.h
engines/access/sound.cpp
engines/access/sound.h
Diffstat (limited to 'engines/sherlock/scalpel/tsage/logo.h')
-rw-r--r-- | engines/sherlock/scalpel/tsage/logo.h | 250 |
1 files changed, 250 insertions, 0 deletions
diff --git a/engines/sherlock/scalpel/tsage/logo.h b/engines/sherlock/scalpel/tsage/logo.h new file mode 100644 index 0000000000..c9fac00d9c --- /dev/null +++ b/engines/sherlock/scalpel/tsage/logo.h @@ -0,0 +1,250 @@ +/* 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 2 + * 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, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#ifndef SHERLOCK_SCALPEL_TSAGE_LOGO_H +#define SHERLOCK_SCALPEL_TSAGE_LOGO_H + +#include "common/scummsys.h" +#include "common/array.h" +#include "common/file.h" +#include "common/list.h" +#include "common/str.h" +#include "common/str-array.h" +#include "common/util.h" +#include "graphics/surface.h" +#include "sherlock/scalpel/tsage/resources.h" +#include "sherlock/screen.h" + +namespace Sherlock { +namespace Scalpel { + +class ScalpelEngine; + +namespace TsAGE { + +class ObjectSurface : public Surface { +public: + Common::Point _centroid; +public: + ObjectSurface() : Surface() {} + virtual ~ObjectSurface() {} +}; + +class Visage { +private: + Common::SeekableReadStream *_stream; + + /** + * Translates a raw image resource into a graphics surface + */ + void surfaceFromRes(ObjectSurface &s); +public: + static TLib *_tLib; + int _resNum; + int _rlbNum; +public: + Visage(); + ~Visage(); + + /** + * Set the visage number + */ + void setVisage(int resNum, int rlbNum = 9999); + + /** + * Clear the visage + */ + void clear(); + + /** + * Get a frame from the visage + */ + void getFrame(ObjectSurface &s, int frameNum); + + /** + * Return the number of frames + */ + int getFrameCount() const; + + /** + * Returns whether the visage is loaded + */ + bool isLoaded() const; +}; + +class Object { +private: + Visage _visage; + uint32 _updateStartFrame; + bool _isAnimating; + bool _finished; + uint32 _walkStartFrame; + int _angle; + int _changeCtr; + int _majorDiff, _minorDiff; + Common::Point _moveDelta; + Common::Point _moveSign; + + /** + * Return the next frame when the object is animating + */ + int changeFrame(); + + /** + * Gets the next frame in the sequence + */ + int getNewFrame(); + + /** + * Calculate the angle between the current position and a designated destination + */ + void calculateMoveAngle(); + + /** + * Handle any object movement + */ + void move(); + + /** + * Returns whether not to make any movement + */ + bool dontMove() const; + + /** + * Ends any current movement + */ + void endMove(); +public: + static ScalpelEngine *_vm; + Common::Point _position; + Common::Point _destination; + Common::Rect _oldBounds; + int _frame; + int _numFrames; + int _frameChange; +public: + Object(); + + /** + * Load the data for the object + */ + void setVisage(int visage, int strip); + + /** + * Sets whether the object is animating + */ + void setAnimMode(bool isAnimating); + + /** + * Starts an object moving to a given destination + */ + void setDestination(const Common::Point &pt); + + /** + * Returns true if an animation is ended + */ + bool isAnimEnded() const; + + /** + * Return true if object is moving + */ + bool isMoving() const; + + /** + * Erase the area the object was previously drawn at, by restoring the background + */ + void erase(); + + /** + * Update the frame + */ + void update(); + + /** + * Remove an object from being displayed + */ + void remove() { _visage.clear(); } +}; + +struct AnimationFrame { + int frame; + int x; + int y; +}; + +class Logo { +private: + ScalpelEngine *_vm; + TLib _lib; + int _counter; + bool _finished; + byte _originalPalette[PALETTE_SIZE]; + byte _palette1[PALETTE_SIZE]; + byte _palette2[PALETTE_SIZE]; + byte _palette3[PALETTE_SIZE]; + Object _objects[4]; + uint _waitFrames; + uint32 _waitStartFrame; + int _animateObject; + uint32 _animateStartFrame; + uint _animateFrameDelay; + const AnimationFrame *_animateFrames; + uint _animateFrame; + + Logo(ScalpelEngine *vm); + ~Logo(); + + void nextFrame(); + + bool finished() const; + + /** + * Wait for a number of frames. Note that the frame count in _events is + * not the same as the number of calls to nextFrame(). + */ + void waitFrames(uint frames); + + /** + * Start an animation sequence. Used for sequences that are described + * one frame at a time because they do unusual things, or run at + * unusual rates. + */ + void startAnimation(uint object, uint frameDelay, const AnimationFrame *frames); + + /** + * Load the background for the scene + */ + void loadBackground(); + + /** + * Fade from the current palette to a new one + */ + void fade(const byte palette[PALETTE_SIZE], int step = 6); +public: + static bool show(ScalpelEngine *vm); +}; + +} // end of namespace TsAGE +} // end of namespace Scalpel +} // end of namespace Sherlock + +#endif |