/* 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 * */ #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 { // ----------------------------------------------------------------------------- // Forward declarations // ----------------------------------------------------------------------------- class AnimationResource; // ----------------------------------------------------------------------------- // Klassendefinition // ----------------------------------------------------------------------------- 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 { BS_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 Fügt einen neuen Frame zur Animation hinzu. Der Frame wird an das Ende der Animation angehängt. @param Index der Index des Frames in der Quellanimation */ void AddFrame(int Index); /** @brief Ändert einen bereits in der Animation vorhandenen Frame. @param DestIndex der Index des Frames der überschrieben werden soll @param SrcIndex der Index des einzufügenden 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 _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