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+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on Broken Sword 2.5 engine
+ *
+ * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
+ *
+ * Licensed under GNU GPL v2
+ *
+ */
+
+#ifndef SWORD25_ANIMATIONRESOURCE_H
+#define SWORD25_ANIMATIONRESOURCE_H
+
+#include "common/xmlparser.h"
+#include "sword25/kernel/common.h"
+#include "sword25/kernel/resource.h"
+#include "sword25/gfx/animationdescription.h"
+#include "sword25/gfx/animation.h"
+
+namespace Sword25 {
+
+class Kernel;
+class PackageManager;
+
+class AnimationResource : public Resource, public AnimationDescription, public Common::XMLParser {
+public:
+ AnimationResource(const Common::String &filename);
+ virtual ~AnimationResource();
+
+ virtual const Frame &getFrame(uint index) const {
+ BS_ASSERT(index < _frames.size());
+ return _frames[index];
+ }
+ virtual uint getFrameCount() const {
+ return _frames.size();
+ }
+ virtual void unlock() {
+ release();
+ }
+
+ Animation::ANIMATION_TYPES getAnimationType() const {
+ return _animationType;
+ }
+ int getFPS() const {
+ return _FPS;
+ }
+ int getMillisPerFrame() const {
+ return _millisPerFrame;
+ }
+ bool isScalingAllowed() const {
+ return _scalingAllowed;
+ }
+ bool isAlphaAllowed() const {
+ return _alphaAllowed;
+ }
+ bool isColorModulationAllowed() const {
+ return _colorModulationAllowed;
+ }
+ bool isValid() const {
+ return _valid;
+ }
+
+private:
+ bool _valid;
+
+ Common::Array<Frame> _frames;
+
+ PackageManager *_pPackage;
+
+
+ bool computeFeatures();
+ bool precacheAllFrames() const;
+
+ // Parser
+ CUSTOM_XML_PARSER(AnimationResource) {
+ XML_KEY(animation)
+ XML_PROP(fps, true)
+ XML_PROP(type, true)
+
+ XML_KEY(frame)
+ XML_PROP(file, true)
+ XML_PROP(hotspotx, true)
+ XML_PROP(hotspoty, true)
+ XML_PROP(fliph, false)
+ XML_PROP(flipv, false)
+ KEY_END()
+ KEY_END()
+ } PARSER_END()
+
+ bool parseBooleanKey(Common::String s, bool &result);
+
+ // Parser callback methods
+ bool parserCallback_animation(ParserNode *node);
+ bool parserCallback_frame(ParserNode *node);
+};
+
+} // End of namespace Sword25
+
+#endif