/* 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. * * $URL$ * $Id$ * */ #ifndef LURE_ANIMSEQ_H #define LURE_ANIMSEQ_H #include "lure/screen.h" namespace Lure { enum AnimAbortType {ABORT_NONE, ABORT_END_INTRO, ABORT_NEXT_SCENE}; class AnimationSequence { private: Screen &_screen; OSystem &_system; uint16 _screenId; Palette &_palette; MemoryBlock *_decodedData; MemoryBlock *_lineRefs; byte *_pPixels, *_pLines; byte *_pPixelsEnd, *_pLinesEnd; AnimAbortType delay(uint32 milliseconds); void decodeFrame(byte *&pPixels, byte *&pLines); public: AnimationSequence(Screen &screen, OSystem &system, uint16 screenId, Palette &palette, bool fadeIn); ~AnimationSequence(); AnimAbortType show(); bool step(); }; } // End of namespace Lure #endif