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/* 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.
*
*/
#include "gob/surface.h"
#include "gob/anifile.h"
#include "gob/aniobject.h"
namespace Gob {
ANIObject::ANIObject(const ANIFile &ani) : _ani(&ani),
_visible(false), _paused(false), _mode(kModeContinuous),
_x(0), _y(0), _background(0), _drawn(false) {
setAnimation(0);
setPosition();
}
ANIObject::~ANIObject() {
delete _background;
}
void ANIObject::setVisible(bool visible) {
_visible = visible;
}
bool ANIObject::isVisible() const {
return _visible;
}
void ANIObject::setPause(bool pause) {
_paused = pause;
}
bool ANIObject::isPaused() const {
return _paused;
}
void ANIObject::setMode(Mode mode) {
_mode = mode;
}
void ANIObject::setAnimation(uint16 animation) {
_animation = animation;
_frame = 0;
}
void ANIObject::rewind() {
_frame = 0;
}
void ANIObject::setPosition() {
if (_animation >= _ani->getAnimationCount())
return;
const ANIFile::Animation &animation = _ani->getAnimationInfo(_animation);
_x = animation.x;
_y = animation.y;
}
void ANIObject::setPosition(int16 x, int16 y) {
_x = x;
_y = y;
}
void ANIObject::getPosition(int16 &x, int16 &y) const {
x = _x;
y = _y;
}
void ANIObject::getFramePosition(int16 &x, int16 &y) const {
if (_animation >= _ani->getAnimationCount())
return;
const ANIFile::Animation &animation = _ani->getAnimationInfo(_animation);
if (_frame >= animation.frameCount)
return;
x = _x + animation.frameAreas[_frame].left;
y = _y + animation.frameAreas[_frame].top;
}
void ANIObject::getFrameSize(int16 &width, int16 &height) const {
if (_animation >= _ani->getAnimationCount())
return;
const ANIFile::Animation &animation = _ani->getAnimationInfo(_animation);
if (_frame >= animation.frameCount)
return;
width = animation.frameAreas[_frame].right - animation.frameAreas[_frame].left + 1;
height = animation.frameAreas[_frame].bottom - animation.frameAreas[_frame].top + 1;
}
bool ANIObject::isIn(int16 x, int16 y) const {
if (!isVisible())
return false;
int16 frameX, frameY, frameWidth, frameHeight;
getFramePosition(frameX, frameY);
getFrameSize(frameWidth, frameHeight);
if ((x < frameX) || (y < frameY))
return false;
if ((x > (frameX + frameWidth)) || (y > (frameY + frameHeight)))
return false;
return true;
}
bool ANIObject::isIn(const ANIObject &obj) const {
if (!isVisible() || !obj.isVisible())
return false;
int16 frameX, frameY, frameWidth, frameHeight;
getFramePosition(frameX, frameY);
getFrameSize(frameWidth, frameHeight);
return obj.isIn(frameX , frameY ) ||
obj.isIn(frameX + frameWidth - 1, frameY ) ||
obj.isIn(frameX , frameY + frameHeight - 1) ||
obj.isIn(frameX + frameWidth - 1, frameY + frameHeight - 1);
}
void ANIObject::draw(Surface &dest, int16 &left, int16 &top,
int16 &right, int16 &bottom) {
if (!_visible)
return;
if (!_background) {
uint16 width, height;
_ani->getMaxSize(width, height);
_background = new Surface(width, height, dest.getBPP());
}
const ANIFile::Animation &animation = _ani->getAnimationInfo(_animation);
if (_frame >= animation.frameCount)
return;
const ANIFile::FrameArea &area = animation.frameAreas[_frame];
_backgroundLeft = CLIP<int16>(area.left + _x, 0, dest.getWidth () - 1);
_backgroundTop = CLIP<int16>(area.top + _y, 0, dest.getHeight() - 1);
_backgroundRight = CLIP<int16>(area.right + _x, 0, dest.getWidth () - 1);
_backgroundBottom = CLIP<int16>(area.bottom + _y, 0, dest.getHeight() - 1);
_background->blit(dest, _backgroundLeft , _backgroundTop,
_backgroundRight, _backgroundBottom, 0, 0);
_ani->draw(dest, _animation, _frame, _x, _y);
_drawn = true;
left = _backgroundLeft;
top = _backgroundTop;
right = _backgroundRight;
bottom = _backgroundBottom;
}
void ANIObject::clear(Surface &dest, int16 &left, int16 &top,
int16 &right, int16 &bottom) {
if (!_drawn)
return;
const int16 bgRight = _backgroundRight - _backgroundLeft;
const int16 bgBottom = _backgroundBottom - _backgroundTop;
dest.blit(*_background, 0, 0, bgRight, bgBottom, _backgroundLeft, _backgroundTop);
_drawn = false;
left = _backgroundLeft;
top = _backgroundTop;
right = _backgroundRight;
bottom = _backgroundBottom;
}
void ANIObject::advance() {
if (_paused)
return;
if (_animation >= _ani->getAnimationCount())
return;
const ANIFile::Animation &animation = _ani->getAnimationInfo(_animation);
_frame = (_frame + 1) % animation.frameCount;
if (_frame == 0) {
_x += animation.deltaX;
_y += animation.deltaY;
if (_mode == kModeOnce) {
_paused = true;
_visible = false;
}
}
}
uint16 ANIObject::getAnimation() const {
return _animation;
}
uint16 ANIObject::getFrame() const {
return _frame;
}
bool ANIObject::lastFrame() const {
if (_animation >= _ani->getAnimationCount())
return true;
const ANIFile::Animation &animation = _ani->getAnimationInfo(_animation);
return (_frame + 1) >= animation.frameCount;
}
} // End of namespace Gob
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