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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