1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
|
/* 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 BLADERUNNER_SLICE_ANIMATIONS_H
#define BLADERUNNER_SLICE_ANIMATIONS_H
#include "common/array.h"
#include "common/file.h"
#include "common/str.h"
#include "common/types.h"
#include "bladerunner/color.h"
#include "bladerunner/vector.h"
namespace BladeRunner {
class BladeRunnerEngine;
class SliceAnimations {
friend class SliceRenderer;
struct Animation {
uint32 frameCount;
uint32 frameSize;
float fps;
Vector3 positionChange;
float facingChange;
uint32 offset;
};
struct Palette {
uint16 color555[256];
Color256 color[256];
// uint16 &operator[](size_t i) { return color555[i]; }
};
struct Page {
void *_data;
uint32 _lastAccess;
Page() : _data(nullptr), _lastAccess(0) {}
};
struct PageFile {
int _fileNumber;
SliceAnimations *_sliceAnimations;
Common::File _file;
Common::Array<int32> _pageOffsets;
PageFile(SliceAnimations *sliceAnimations) : _sliceAnimations(sliceAnimations), _fileNumber(-1) {}
bool open(const Common::String &name);
void close();
void *loadPage(uint32 page);
};
BladeRunnerEngine *_vm;
uint32 _timestamp;
uint32 _pageSize;
uint32 _pageCount;
uint32 _paletteCount;
Common::Array<Palette> _palettes;
Common::Array<Animation> _animations;
Common::Array<Page> _pages;
PageFile _coreAnimPageFile;
PageFile _framesPageFile;
public:
SliceAnimations(BladeRunnerEngine *vm)
: _vm(vm)
, _coreAnimPageFile(this)
, _framesPageFile(this)
, _timestamp(0)
, _pageSize(0)
, _pageCount(0)
, _paletteCount(0) {}
~SliceAnimations();
bool open(const Common::String &name);
bool openCoreAnim();
bool openFrames(int fileNumber);
Palette &getPalette(int i) { return _palettes[i]; };
void *getFramePtr(uint32 animation, uint32 frame);
int getFrameCount(int animation) const { return _animations[animation].frameCount; }
float getFPS(int animation) const { return _animations[animation].fps; }
Vector3 getPositionChange(int animation) const;
float getFacingChange(int animation) const;
};
} // End of namespace BladeRunner
#endif
|