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
|
/* 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 DRACI_ANIMATION_H
#define DRACI_ANIMATION_H
#include "draci/sprite.h"
namespace Draci {
enum { kOverlayImage = -1, kWalkingMapOverlay = -2, kUnused = -3 };
enum { kCurrentFrame = -1 };
class DraciEngine;
class Animation {
public:
Animation(DraciEngine *vm);
~Animation();
uint getZ();
void setZ(uint z);
void setID(int id);
int getID();
void nextFrame(bool force = false);
void drawFrame(Surface *surface);
void addFrame(Drawable *frame);
Drawable *getFrame(int frameNum = kCurrentFrame);
uint getFramesNum();
void deleteFrames();
bool isPlaying();
void setPlaying(bool playing);
bool isLooping();
void setLooping(bool looping);
void setRelative(int relx, int rely);
int getRelativeX();
int getRelativeY();
private:
uint nextFrameNum();
int _id;
uint _currentFrame;
uint _z;
int _relX;
int _relY;
uint _tick;
bool _playing;
bool _looping;
Common::Array<Drawable*> _frames;
DraciEngine *_vm;
};
class AnimationManager {
public:
AnimationManager(DraciEngine *vm) : _vm(vm) {};
~AnimationManager() { deleteAll(); }
Animation *addAnimation(int id, uint z, bool playing = false);
void addOverlay(Drawable *overlay, uint z);
void play(int id);
void stop(int id);
void deleteAnimation(int id);
void deleteOverlays();
void deleteAll();
void drawScene(Surface *surf);
Animation *getAnimation(int id);
private:
void sortAnimations();
void insertAnimation(Animation *anim);
DraciEngine *_vm;
Common::List<Animation *> _animations;
};
}
#endif // DRACI_ANIMATION_H
|