/* 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. * * $URL$ * $Id$ * */ #include "draci/draci.h" #include "draci/animation.h" namespace Draci { void Animation::addAnimation(uint id, uint z, bool playing) { AnimObj *obj = new AnimObj(); obj->_id = id; obj->_z = z; obj->_currentFrame = 0; obj->_playing = playing; insertAnimation(*obj); } void Animation::play(uint id) { AnimObj &obj = *getAnimation(id); obj._playing = true; } void Animation::stop(uint id) { AnimObj &obj = *getAnimation(id); obj._playing = false; } Common::List::iterator Animation::getAnimation(uint id) { Common::List::iterator it; for (it = _animObjects.begin(); it != _animObjects.end(); ++it) { if (it->_id == id) { return it; } } return _animObjects.end(); } void Animation::insertAnimation(AnimObj &animObj) { Common::List::iterator it; for (it = _animObjects.begin(); it != _animObjects.end(); ++it) { if (animObj._z < it->_z) break; } _animObjects.insert(it, animObj); } void Animation::addFrame(uint id, Drawable *frame) { Common::List::iterator it = getAnimation(id); it->_frames.push_back(frame); } void Animation::addOverlay(Drawable *overlay, uint z) { AnimObj *obj = new AnimObj(); obj->_id = kOverlayImage; obj->_z = z; obj->_currentFrame = 0; obj->_playing = true; obj->_frames.push_back(overlay); insertAnimation(*obj); } void Animation::drawScene(Surface *surf) { Common::List::iterator it; for (it = _animObjects.begin(); it != _animObjects.end(); ++it) { if (!it->_playing) { continue; } if (it->_id == kOverlayImage) { it->_frames[it->_currentFrame]->draw(surf, false); } else { it->_frames[it->_currentFrame]->draw(surf, true); } } } void Animation::deleteAnimation(uint id) { Common::List::iterator it = getAnimation(id); for (uint i = 0; i < it->_frames.size(); ++i) { delete it->_frames[i]; } _animObjects.erase(it); } void Animation::deleteAll() { Common::List::iterator it; for (it = _animObjects.begin(); it != _animObjects.end(); ++it) { for (uint i = 0; i < it->_frames.size(); ++i) { delete it->_frames[i]; } } _animObjects.clear(); } }