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Diffstat (limited to 'engines/gob/pregob/seqfile.h')
-rw-r--r-- | engines/gob/pregob/seqfile.h | 193 |
1 files changed, 193 insertions, 0 deletions
diff --git a/engines/gob/pregob/seqfile.h b/engines/gob/pregob/seqfile.h new file mode 100644 index 0000000000..5e12962ef9 --- /dev/null +++ b/engines/gob/pregob/seqfile.h @@ -0,0 +1,193 @@ +/* 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 GOB_PREGOB_SEQFILE_H +#define GOB_PREGOB_SEQFILE_H + +#include "common/system.h" +#include "common/array.h" +#include "common/list.h" + +#include "gob/util.h" + +namespace Common { + class String; + class SeekableReadStream; +} + +namespace Gob { + +class GobEngine; + +class DECFile; +class ANIFile; +class ANIObject; + +/** A SEQ file, describing a complex animation sequence. + * + * Used in early hardcoded gob games. + * The principle is similar to the Mult class (see mult.h), but instead + * of depending on all the externally loaded animations, backgrounds and + * objects, a SEQ file references animation and background directly by + * filename. + */ +class SEQFile { +public: + SEQFile(GobEngine *vm, const Common::String &fileName); + virtual ~SEQFile(); + + /** Play the SEQ. + * + * @param abortable If true, end playback on any user input. + * @param endFrame The frame on where to end, or 0xFFFF for infinite playback. + * @param frameRate The frame rate at which to play the SEQ, or 0 for playing at + * the speed the SEQ itself wants to. + */ + void play(bool abortable = true, uint16 endFrame = 0xFFFF, uint16 frameRate = 0); + + +protected: + GobEngine *_vm; + + + /** Returns the current frame number. */ + uint16 getFrame() const; + + /** Seek to a specific frame. */ + void seekFrame(uint16 frame); + + /** Add a frame loop. */ + uint addLoop(uint16 startFrame, uint16 endFrame, uint16 loopCount); + + /** Skip a frame loop. */ + void skipLoop(uint loopID); + + /** Delete a frame loop. */ + void delLoop(uint loopID); + + /** Ends SEQ playback. */ + void abortPlay(); + + /** Callback for special frame events. */ + virtual void handleFrameEvent(); + /** Callback for special user input handling. */ + virtual void handleInput(int16 key, int16 mouseX, int16 mouseY, MouseButtons mouseButtons); + + +private: + /** Number of animation objects that are visible at the same time. */ + static const uint kObjectCount = 4; + + /** A key for changing the background. */ + struct BackgroundKey { + uint16 frame; ///< Frame the change is to happen. + + const DECFile *background; ///< The background to use. + }; + + /** A key for playing an object animation. */ + struct AnimationKey { + uint object; ///< The object this key belongs to. + + uint16 frame; ///< Frame the change is to happen. + + const ANIFile *ani; ///< The ANI to use. + + uint16 animation; ///< The animation to use. + + int16 x; ///< X position of the animation. + int16 y; ///< Y position of the animation. + + int16 order; ///< Used to determine in which order to draw the objects. + }; + + /** A managed animation object. */ + struct Object { + ANIObject *object; ///< The actual animation object. + + int16 order; ///< The current drawing order. + }; + + /** A frame loop. */ + struct Loop { + uint16 startFrame; + uint16 endFrame; + + uint16 loopCount; + uint16 currentLoop; + + bool empty; + }; + + typedef Common::Array<DECFile *> Backgrounds; + typedef Common::Array<ANIFile *> Animations; + + typedef Common::Array<BackgroundKey> BackgroundKeys; + typedef Common::Array<AnimationKey> AnimationKeys; + + typedef Common::List<Object> Objects; + + typedef Common::Array<Loop> Loops; + + + uint16 _frame; ///< The current frame. + bool _abortPlay; ///< Was the end of the playback requested? + + uint16 _frameRate; + + Backgrounds _backgrounds; ///< All backgrounds in this SEQ. + Animations _animations; ///< All animations in this SEQ. + + BackgroundKeys _bgKeys; ///< The background change keyframes. + AnimationKeys _animKeys; ///< The animation change keyframes. + + Object _objects[kObjectCount]; ///< The managed animation objects. + + Loops _loops; + + /** Whether the playback should be abortable by user input. */ + bool _abortable; + + + // -- Loading helpers -- + + void load(Common::SeekableReadStream &seq); + + const ANIFile *findANI(uint16 index, uint16 &animation); + + // -- Playback helpers -- + + void playFrame(); + + /** Get a list of objects ordered by drawing order. */ + Objects getOrderedObjects(); + + void clearAnims(); ///< Remove all animation frames. + void drawAnims(); ///< Draw the animation frames. + + /** Look if we can compact the loop array. */ + void cleanLoops(); +}; + +} // End of namespace Gob + +#endif // GOB_PREGOB_SEQFILE_H |