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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
*
*/
#include "sword25/kernel/kernel.h"
#include "sword25/kernel/resource.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/gfx/animationresource.h"
#include "sword25/gfx/animationtemplate.h"
#include "sword25/gfx/animationtemplateregistry.h"
namespace Sword25 {
uint AnimationTemplate::create(const Common::String &sourceAnimation) {
AnimationTemplate *animationTemplatePtr = new AnimationTemplate(sourceAnimation);
if (animationTemplatePtr->isValid()) {
return AnimationTemplateRegistry::instance().resolvePtr(animationTemplatePtr);
} else {
delete animationTemplatePtr;
return 0;
}
}
uint AnimationTemplate::create(const AnimationTemplate &other) {
AnimationTemplate *animationTemplatePtr = new AnimationTemplate(other);
if (animationTemplatePtr->isValid()) {
return AnimationTemplateRegistry::instance().resolvePtr(animationTemplatePtr);
} else {
delete animationTemplatePtr;
return 0;
}
}
uint AnimationTemplate::create(InputPersistenceBlock &reader, uint handle) {
AnimationTemplate *animationTemplatePtr = new AnimationTemplate(reader, handle);
if (animationTemplatePtr->isValid()) {
return AnimationTemplateRegistry::instance().resolvePtr(animationTemplatePtr);
} else {
delete animationTemplatePtr;
return 0;
}
}
AnimationTemplate::AnimationTemplate(const Common::String &sourceAnimation) {
// Objekt registrieren.
AnimationTemplateRegistry::instance().registerObject(this);
_valid = false;
// Die Animations-Resource wird f�r die gesamte Lebensdauer des Objektes gelockt
_sourceAnimationPtr = requestSourceAnimation(sourceAnimation);
// Erfolg signalisieren
_valid = (_sourceAnimationPtr != 0);
}
AnimationTemplate::AnimationTemplate(const AnimationTemplate &other) : AnimationDescription() {
// Objekt registrieren.
AnimationTemplateRegistry::instance().registerObject(this);
_valid = false;
// Die Animations-Resource wird f�r die gesamte Lebensdauer des Objektes gelockt.
if (!other._sourceAnimationPtr)
return;
_sourceAnimationPtr = requestSourceAnimation(other._sourceAnimationPtr->getFileName());
// Alle Member kopieren.
_animationType = other._animationType;
_FPS = other._FPS;
_millisPerFrame = other._millisPerFrame;
_scalingAllowed = other._scalingAllowed;
_alphaAllowed = other._alphaAllowed;
_colorModulationAllowed = other._colorModulationAllowed;
_frames = other._frames;
_sourceAnimationPtr = other._sourceAnimationPtr;
_valid = other._valid;
_valid &= (_sourceAnimationPtr != 0);
}
AnimationTemplate::AnimationTemplate(InputPersistenceBlock &reader, uint handle) {
// Objekt registrieren.
AnimationTemplateRegistry::instance().registerObject(this, handle);
// Objekt laden.
_valid = unpersist(reader);
}
AnimationResource *AnimationTemplate::requestSourceAnimation(const Common::String &sourceAnimation) const {
ResourceManager *RMPtr = Kernel::getInstance()->getResourceManager();
Resource *resourcePtr;
if (NULL == (resourcePtr = RMPtr->requestResource(sourceAnimation)) || resourcePtr->getType() != Resource::TYPE_ANIMATION) {
error("The resource \"%s\" could not be requested or is has an invalid type. The animation template can't be created.", sourceAnimation.c_str());
return 0;
}
return static_cast<AnimationResource *>(resourcePtr);
}
AnimationTemplate::~AnimationTemplate() {
// Animations-Resource freigeben
if (_sourceAnimationPtr) {
_sourceAnimationPtr->release();
}
// Objekt deregistrieren
AnimationTemplateRegistry::instance().deregisterObject(this);
}
void AnimationTemplate::addFrame(int index) {
if (validateSourceIndex(index)) {
_frames.push_back(_sourceAnimationPtr->getFrame(index));
}
}
void AnimationTemplate::setFrame(int destIndex, int srcIndex) {
if (validateDestIndex(destIndex) && validateSourceIndex(srcIndex)) {
_frames[destIndex] = _sourceAnimationPtr->getFrame(srcIndex);
}
}
bool AnimationTemplate::validateSourceIndex(uint index) const {
if (index > _sourceAnimationPtr->getFrameCount()) {
warning("Tried to insert a frame (\"%d\") that does not exist in the source animation (\"%s\"). Ignoring call.",
index, _sourceAnimationPtr->getFileName().c_str());
return false;
} else
return true;
}
bool AnimationTemplate::validateDestIndex(uint index) const {
if (index > _frames.size()) {
warning("Tried to change a nonexistent frame (\"%d\") in a template animation. Ignoring call.",
index);
return false;
} else
return true;
}
void AnimationTemplate::setFPS(int FPS) {
_FPS = FPS;
_millisPerFrame = 1000000 / _FPS;
}
bool AnimationTemplate::persist(OutputPersistenceBlock &writer) {
bool Result = true;
// Parent persistieren.
Result &= AnimationDescription::persist(writer);
// Frameanzahl schreiben.
writer.write(_frames.size());
// Frames einzeln persistieren.
Common::Array<const Frame>::const_iterator Iter = _frames.begin();
while (Iter != _frames.end()) {
writer.write(Iter->hotspotX);
writer.write(Iter->hotspotY);
writer.write(Iter->flipV);
writer.write(Iter->flipH);
writer.writeString(Iter->fileName);
writer.writeString(Iter->action);
++Iter;
}
// Restliche Member persistieren.
writer.writeString(_sourceAnimationPtr->getFileName());
writer.write(_valid);
return Result;
}
bool AnimationTemplate::unpersist(InputPersistenceBlock &reader) {
bool result = true;
// Parent wieder herstellen.
result &= AnimationDescription::unpersist(reader);
// Frameanzahl lesen.
uint frameCount;
reader.read(frameCount);
// Frames einzeln wieder herstellen.
for (uint i = 0; i < frameCount; ++i) {
Frame frame;
reader.read(frame.hotspotX);
reader.read(frame.hotspotY);
reader.read(frame.flipV);
reader.read(frame.flipH);
reader.readString(frame.fileName);
reader.readString(frame.action);
_frames.push_back(frame);
}
// Die Animations-Resource wird f�r die gesamte Lebensdauer des Objektes gelockt
Common::String sourceAnimation;
reader.readString(sourceAnimation);
_sourceAnimationPtr = requestSourceAnimation(sourceAnimation);
reader.read(_valid);
return _sourceAnimationPtr && reader.isGood() && result;
}
} // End of namespace Sword25
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