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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_ANIMATION_TEMPLATE_H
+#define SWORD25_ANIMATION_TEMPLATE_H
+
+// -----------------------------------------------------------------------------
+// Includes
+// -----------------------------------------------------------------------------
+
+#include "sword25/kernel/common.h"
+#include "sword25/kernel/persistable.h"
+#include "sword25/gfx/animationdescription.h"
+
+namespace Sword25 {
+
+class AnimationResource;
+
+class AnimationTemplate : public AnimationDescription {
+public:
+ static uint create(const Common::String &sourceAnimation);
+ static uint create(const AnimationTemplate &other);
+ static uint create(InputPersistenceBlock &reader, uint handle);
+ AnimationTemplate *resolveHandle(uint handle) const;
+
+private:
+ AnimationTemplate(const Common::String &sourceAnimation);
+ AnimationTemplate(const AnimationTemplate &other);
+ AnimationTemplate(InputPersistenceBlock &reader, uint handle);
+
+public:
+ ~AnimationTemplate();
+
+ 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() {
+ delete this;
+ }
+
+ bool isValid() const {
+ return _valid;
+ }
+
+ /**
+ @brief Fügt einen neuen Frame zur Animation hinzu.
+
+ Der Frame wird an das Ende der Animation angehängt.
+
+ @param Index der Index des Frames in der Quellanimation
+ */
+ void addFrame(int index);
+
+ /**
+ @brief Ändert einen bereits in der Animation vorhandenen Frame.
+ @param DestIndex der Index des Frames der überschrieben werden soll
+ @param SrcIndex der Index des einzufügenden Frames in der Quellanimation
+ */
+ void setFrame(int destIndex, int srcIndex);
+
+ /**
+ @brief Setzt den Animationstyp.
+ @param Type der Typ der Animation. Muss aus den enum BS_Animation::ANIMATION_TYPES sein.
+ */
+ void setAnimationType(Animation::ANIMATION_TYPES type) {
+ _animationType = type;
+ }
+
+ /**
+ @brief Setzt die Abspielgeschwindigkeit.
+ @param FPS die Abspielgeschwindigkeit in Frames pro Sekunde.
+ */
+ void setFPS(int FPS);
+
+ virtual bool persist(OutputPersistenceBlock &writer);
+ virtual bool unpersist(InputPersistenceBlock &reader);
+
+private:
+ Common::Array<Frame> _frames;
+ AnimationResource *_sourceAnimationPtr;
+ bool _valid;
+
+ AnimationResource *requestSourceAnimation(const Common::String &sourceAnimation) const;
+ bool validateSourceIndex(uint index) const;
+ bool validateDestIndex(uint index) const;
+};
+
+} // End of namespace Sword25
+
+#endif