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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.
*
*/
/*
* 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_ANIMATIONDESCRIPTION_H
#define SWORD25_ANIMATIONDESCRIPTION_H
#include "sword25/kernel/common.h"
#include "sword25/kernel/persistable.h"
#include "sword25/gfx/animation.h"
namespace Sword25 {
class AnimationDescription : public Persistable {
protected:
AnimationDescription() :
_animationType(Animation::AT_LOOP),
_FPS(10),
_millisPerFrame(0),
_scalingAllowed(true),
_alphaAllowed(true),
_colorModulationAllowed(true)
{}
public:
struct Frame {
// Die Hotspot-Angabe bezieht sich auf das ungeflippte Bild!!
int hotspotX;
int hotspotY;
bool flipV;
bool flipH;
Common::String fileName;
Common::String action;
};
virtual const Frame &getFrame(uint index) const = 0;
virtual uint getFrameCount() const = 0;
virtual void unlock() = 0;
Animation::ANIMATION_TYPES getAnimationType() const {
return _animationType;
}
int getFPS() const {
return _FPS;
}
int getMillisPerFrame() const {
return _millisPerFrame;
}
bool isScalingAllowed() const {
return _scalingAllowed;
}
bool isAlphaAllowed() const {
return _alphaAllowed;
}
bool isColorModulationAllowed() const {
return _colorModulationAllowed;
}
virtual bool persist(OutputPersistenceBlock &writer);
virtual bool unpersist(InputPersistenceBlock &reader);
protected:
Animation::ANIMATION_TYPES _animationType;
int _FPS;
int _millisPerFrame;
bool _scalingAllowed;
bool _alphaAllowed;
bool _colorModulationAllowed;
};
} // End of namespace Sword25
#endif
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