/* 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. * */ /* * 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 { 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 F�gt einen neuen Frame zur Animation hinzu. Der Frame wird an das Ende der Animation angeh�ngt. @param Index der Index des Frames in der Quellanimation */ void addFrame(int index); /** @brief �ndert einen bereits in der Animation vorhandenen Frame. @param DestIndex der Index des Frames der �berschrieben werden soll @param SrcIndex der Index des einzuf�genden 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