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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 {
		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