/* 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 * */ #define BS_LOG_PREFIX "ANIMATIONTEMPLATE" #include "sword25/kernel/kernel.h" #include "sword25/kernel/resource.h" #include "sword25/kernel/outputpersistenceblock.h" #include "sword25/kernel/inputpersistenceblock.h" #include "sword25/gfx/animationresource.h" #include "sword25/gfx/animationtemplate.h" #include "sword25/gfx/animationtemplateregistry.h" namespace Sword25 { uint AnimationTemplate::create(const Common::String &sourceAnimation) { AnimationTemplate *animationTemplatePtr = new AnimationTemplate(sourceAnimation); if (animationTemplatePtr->isValid()) { return AnimationTemplateRegistry::instance().resolvePtr(animationTemplatePtr); } else { delete animationTemplatePtr; return 0; } } uint AnimationTemplate::create(const AnimationTemplate &other) { AnimationTemplate *animationTemplatePtr = new AnimationTemplate(other); if (animationTemplatePtr->isValid()) { return AnimationTemplateRegistry::instance().resolvePtr(animationTemplatePtr); } else { delete animationTemplatePtr; return 0; } } uint AnimationTemplate::create(InputPersistenceBlock &reader, uint handle) { AnimationTemplate *animationTemplatePtr = new AnimationTemplate(reader, handle); if (animationTemplatePtr->isValid()) { return AnimationTemplateRegistry::instance().resolvePtr(animationTemplatePtr); } else { delete animationTemplatePtr; return 0; } } AnimationTemplate::AnimationTemplate(const Common::String &sourceAnimation) { // Objekt registrieren. AnimationTemplateRegistry::instance().registerObject(this); _valid = false; // Die Animations-Resource wird für die gesamte Lebensdauer des Objektes gelockt _sourceAnimationPtr = requestSourceAnimation(sourceAnimation); // Erfolg signalisieren _valid = (_sourceAnimationPtr != 0); } AnimationTemplate::AnimationTemplate(const AnimationTemplate &other) : AnimationDescription() { // Objekt registrieren. AnimationTemplateRegistry::instance().registerObject(this); _valid = false; // Die Animations-Resource wird für die gesamte Lebensdauer des Objektes gelockt. if (!other._sourceAnimationPtr) return; _sourceAnimationPtr = requestSourceAnimation(other._sourceAnimationPtr->getFileName()); // Alle Member kopieren. _animationType = other._animationType; _FPS = other._FPS; _millisPerFrame = other._millisPerFrame; _scalingAllowed = other._scalingAllowed; _alphaAllowed = other._alphaAllowed; _colorModulationAllowed = other._colorModulationAllowed; _frames = other._frames; _sourceAnimationPtr = other._sourceAnimationPtr; _valid = other._valid; _valid &= (_sourceAnimationPtr != 0); } AnimationTemplate::AnimationTemplate(InputPersistenceBlock &reader, uint handle) { // Objekt registrieren. AnimationTemplateRegistry::instance().registerObject(this, handle); // Objekt laden. _valid = unpersist(reader); } AnimationResource *AnimationTemplate::requestSourceAnimation(const Common::String &sourceAnimation) const { ResourceManager *RMPtr = Kernel::GetInstance()->GetResourceManager(); Resource *resourcePtr; if (NULL == (resourcePtr = RMPtr->RequestResource(sourceAnimation)) || resourcePtr->GetType() != Resource::TYPE_ANIMATION) { BS_LOG_ERRORLN("The resource \"%s\" could not be requested or is has an invalid type. The animation template can't be created.", sourceAnimation.c_str()); return 0; } return static_cast(resourcePtr); } AnimationTemplate::~AnimationTemplate() { // Animations-Resource freigeben if (_sourceAnimationPtr) { _sourceAnimationPtr->release(); } // Objekt deregistrieren AnimationTemplateRegistry::instance().deregisterObject(this); } void AnimationTemplate::addFrame(int index) { if (validateSourceIndex(index)) { _frames.push_back(_sourceAnimationPtr->getFrame(index)); } } void AnimationTemplate::setFrame(int destIndex, int srcIndex) { if (validateDestIndex(destIndex) && validateSourceIndex(srcIndex)) { _frames[destIndex] = _sourceAnimationPtr->getFrame(srcIndex); } } bool AnimationTemplate::validateSourceIndex(uint index) const { if (index > _sourceAnimationPtr->getFrameCount()) { BS_LOG_WARNINGLN("Tried to insert a frame (\"%d\") that does not exist in the source animation (\"%s\"). Ignoring call.", index, _sourceAnimationPtr->getFileName().c_str()); return false; } else return true; } bool AnimationTemplate::validateDestIndex(uint index) const { if (index > _frames.size()) { BS_LOG_WARNINGLN("Tried to change a nonexistent frame (\"%d\") in a template animation. Ignoring call.", index); return false; } else return true; } void AnimationTemplate::setFPS(int FPS) { _FPS = FPS; _millisPerFrame = 1000000 / _FPS; } bool AnimationTemplate::persist(OutputPersistenceBlock &writer) { bool Result = true; // Parent persistieren. Result &= AnimationDescription::persist(writer); // Frameanzahl schreiben. writer.write(_frames.size()); // Frames einzeln persistieren. Common::Array::const_iterator Iter = _frames.begin(); while (Iter != _frames.end()) { writer.write(Iter->hotspotX); writer.write(Iter->hotspotY); writer.write(Iter->flipV); writer.write(Iter->flipH); writer.write(Iter->fileName); writer.write(Iter->action); ++Iter; } // Restliche Member persistieren. writer.write(_sourceAnimationPtr->getFileName()); writer.write(_valid); return Result; } bool AnimationTemplate::unpersist(InputPersistenceBlock &reader) { bool result = true; // Parent wieder herstellen. result &= AnimationDescription::unpersist(reader); // Frameanzahl lesen. uint frameCount; reader.read(frameCount); // Frames einzeln wieder herstellen. for (uint i = 0; i < frameCount; ++i) { Frame frame; reader.read(frame.hotspotX); reader.read(frame.hotspotY); reader.read(frame.flipV); reader.read(frame.flipH); reader.read(frame.fileName); reader.read(frame.action); _frames.push_back(frame); } // Die Animations-Resource wird für die gesamte Lebensdauer des Objektes gelockt Common::String sourceAnimation; reader.read(sourceAnimation); _sourceAnimationPtr = requestSourceAnimation(sourceAnimation); reader.read(_valid); return _sourceAnimationPtr && reader.isGood() && result; } } // End of namespace Sword25