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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"
#include "sword25/kernel/memlog_off.h"
#include <vector>
#include "sword25/kernel/memlog_on.h"
namespace Sword25 {
// -----------------------------------------------------------------------------
// Forward declarations
// -----------------------------------------------------------------------------
class BS_AnimationResource;
// -----------------------------------------------------------------------------
// Klassendefinition
// -----------------------------------------------------------------------------
class BS_AnimationTemplate : public BS_AnimationDescription
{
public:
static unsigned int Create(const Common::String & SourceAnimation);
static unsigned int Create(const BS_AnimationTemplate & Other);
static unsigned int Create(BS_InputPersistenceBlock & Reader, unsigned int Handle);
BS_AnimationTemplate * ResolveHandle(unsigned int Handle) const;
private:
BS_AnimationTemplate(const Common::String & SourceAnimation);
BS_AnimationTemplate(const BS_AnimationTemplate & Other);
BS_AnimationTemplate(BS_InputPersistenceBlock & Reader, unsigned int Handle);
public:
~BS_AnimationTemplate();
virtual const Frame & GetFrame(unsigned int Index) const { BS_ASSERT(Index < m_Frames.size()); return m_Frames[Index]; }
virtual unsigned int GetFrameCount() const { return m_Frames.size(); }
virtual void Unlock() { delete this; }
bool IsValid() const { return m_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(BS_Animation::ANIMATION_TYPES Type) { m_AnimationType = Type; }
/**
@brief Setzt die Abspielgeschwindigkeit.
@param FPS die Abspielgeschwindigkeit in Frames pro Sekunde.
*/
void SetFPS(int FPS);
virtual bool Persist(BS_OutputPersistenceBlock & Writer);
virtual bool Unpersist(BS_InputPersistenceBlock & Reader);
private:
Common::Array<const Frame> m_Frames;
BS_AnimationResource * m_SourceAnimationPtr;
bool m_Valid;
BS_AnimationResource * RequestSourceAnimation(const Common::String & SourceAnimation) const;
bool ValidateSourceIndex(unsigned int Index) const;
bool ValidateDestIndex(unsigned int Index) const;
};
} // End of namespace Sword25
#endif
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