/* 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_ANIOBJECT_H #define GOB_ANIOBJECT_H #include "common/system.h" #include "gob/backbuffer.h" namespace Gob { class ANIFile; class CMPFile; class Surface; /** An ANI object, controlling an animation within an ANI file. */ class ANIObject : public BackBuffer { public: enum Mode { kModeContinuous, ///< Play the animation continuously. kModeOnce ///< Play the animation only once. }; /** Create an animation object from an ANI file. */ ANIObject(const ANIFile &ani); /** Create an animation object from a CMP sprite. */ ANIObject(const CMPFile &cmp); virtual ~ANIObject(); /** Make the object visible/invisible. */ void setVisible(bool visible); /** Is the object currently visible? */ bool isVisible() const; /** Pause/Unpause the animation. */ void setPause(bool pause); /** Is the animation currently paused? */ bool isPaused() const; /** Set the animation mode. */ void setMode(Mode mode); /** Set the current position to the animation's default. */ virtual void setPosition(); /** Set the current position. */ virtual void setPosition(int16 x, int16 y); /** Return the current position. */ void getPosition(int16 &x, int16 &y) const; /** Return the frame position after another n frames. */ void getFramePosition(int16 &x, int16 &y, uint16 n = 0) const; /** Return the current frame size after another n frames. */ void getFrameSize(int16 &width, int16 &height, uint16 n = 0) const; /** Are there coordinates within the animation sprite? */ bool isIn(int16 x, int16 y) const; /** Is this object within the animation sprite? */ bool isIn(const ANIObject &obj) const; /** Set the animation number. */ void setAnimation(uint16 animation); /** Rewind the current animation to the first frame. */ void rewind(); /** Set the animation to a specific frame. */ void setFrame(uint16 frame); /** Return the current animation number. */ uint16 getAnimation() const; /** Return the current frame number. */ uint16 getFrame() const; /** Is this the last frame within this animation cycle? */ bool lastFrame() const; /** Draw the current frame onto the surface and return the affected rectangle. */ virtual bool draw(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom); /** Draw the current frame from the surface and return the affected rectangle. */ virtual bool clear(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom); /** Advance the animation to the next frame. */ virtual void advance(); private: const ANIFile *_ani; ///< The managed ANI file. const CMPFile *_cmp; ///< The managed CMP file. uint16 _animation; ///< The current animation number uint16 _frame; ///< The current frame. bool _visible; ///< Is the object currently visible? bool _paused; ///< Is the animation currently paused? Mode _mode; ///< The animation mode. int16 _x; ///< The current X position. int16 _y; ///< The current Y position. bool drawCMP(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom); bool drawANI(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom); }; } // End of namespace Gob #endif // GOB_ANIOBJECT_H