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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.
*
* $URL$
* $Id$
*
*/
/*
* 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_ANIMATION_TEMPLATE_H
#define SWORD25_ANIMATION_TEMPLATE_H
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/kernel/common.h"
#include "sword25/kernel/persistable.h"
#include "sword25/gfx/animationdescription.h"
namespace Sword25 {
class AnimationResource;
class AnimationTemplate : public AnimationDescription {
public:
static uint create(const Common::String &sourceAnimation);
static uint create(const AnimationTemplate &other);
static uint create(InputPersistenceBlock &reader, uint handle);
AnimationTemplate *resolveHandle(uint handle) const;
private:
AnimationTemplate(const Common::String &sourceAnimation);
AnimationTemplate(const AnimationTemplate &other);
AnimationTemplate(InputPersistenceBlock &reader, uint handle);
public:
~AnimationTemplate();
virtual const Frame &getFrame(uint index) const {
BS_ASSERT(index < _frames.size());
return _frames[index];
}
virtual uint getFrameCount() const {
return _frames.size();
}
virtual void unlock() {
delete this;
}
bool isValid() const {
return _valid;
}
/**
@brief F�gt einen neuen Frame zur Animation hinzu.
Der Frame wird an das Ende der Animation angeh�ngt.
@param Index der Index des Frames in der Quellanimation
*/
void addFrame(int index);
/**
@brief �ndert einen bereits in der Animation vorhandenen Frame.
@param DestIndex der Index des Frames der �berschrieben werden soll
@param SrcIndex der Index des einzuf�genden Frames in der Quellanimation
*/
void setFrame(int destIndex, int srcIndex);
/**
@brief Setzt den Animationstyp.
@param Type der Typ der Animation. Muss aus den enum BS_Animation::ANIMATION_TYPES sein.
*/
void setAnimationType(Animation::ANIMATION_TYPES type) {
_animationType = type;
}
/**
@brief Setzt die Abspielgeschwindigkeit.
@param FPS die Abspielgeschwindigkeit in Frames pro Sekunde.
*/
void setFPS(int FPS);
virtual bool persist(OutputPersistenceBlock &writer);
virtual bool unpersist(InputPersistenceBlock &reader);
private:
Common::Array<Frame> _frames;
AnimationResource *_sourceAnimationPtr;
bool _valid;
AnimationResource *requestSourceAnimation(const Common::String &sourceAnimation) const;
bool validateSourceIndex(uint index) const;
bool validateDestIndex(uint index) const;
};
} // End of namespace Sword25
#endif
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