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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.
*
* $URL$
* $Id$
*
*/
#ifndef LURE_ANIMSEQ_H
#define LURE_ANIMSEQ_H
#include "lure/screen.h"
namespace Lure {
enum AnimAbortType {ABORT_NONE, ABORT_END_INTRO, ABORT_NEXT_SCENE};
class AnimationSequence {
private:
Screen &_screen;
OSystem &_system;
uint16 _screenId;
Palette &_palette;
MemoryBlock *_decodedData;
MemoryBlock *_lineRefs;
byte *_pPixels, *_pLines;
byte *_pPixelsEnd, *_pLinesEnd;
AnimAbortType delay(uint32 milliseconds);
void decodeFrame(byte *&pPixels, byte *&pLines);
public:
AnimationSequence(Screen &screen, OSystem &system, uint16 screenId, Palette &palette,
bool fadeIn);
~AnimationSequence();
AnimAbortType show();
bool step();
};
} // End of namespace Lure
#endif
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