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/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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.
*
*/
#ifndef GRIM_ANIMATION_H
#define GRIM_ANIMATION_H
#include "engines/grim/keyframe.h"
namespace Grim {
class SaveGame;
class AnimManager;
class Animation {
public:
enum RepeatMode {
Once = 0,
Looping = 1,
PauseAtEnd = 2,
FadeAtEnd = 3
};
enum FadeMode {
None = 0,
FadeIn = 1,
FadeOut = 2
};
Animation(const Common::String &keyframe, AnimManager *manager, int pr1, int pr2);
~Animation();
void activate();
void deactivate();
void play(RepeatMode repeatMode);
void fade(FadeMode fadeMode, int fadeLength);
void pause(bool pause);
void stop();
bool getIsActive() const;
FadeMode getFadeMode() const;
int update(uint time);
void saveState(SaveGame *state) const;
void restoreState(SaveGame *state);
private:
AnimManager *_manager;
ObjectPtr<KeyframeAnim> _keyframe;
int _priority1;
int _priority2;
bool _paused;
bool _active;
int _time;
float _fade;
RepeatMode _repeatMode;
FadeMode _fadeMode;
int _fadeLength;
friend class AnimManager;
};
class AnimManager {
public:
AnimManager();
~AnimManager();
void addAnimation(Animation *anim, int pr1, int pr2);
void removeAnimation(const Animation *anim);
void animate(ModelNode *hier, int numNodes);
private:
struct AnimationEntry {
Animation *_anim;
int _priority;
bool _tagged;
};
Common::List<AnimationEntry> _activeAnims;
};
}
#endif
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