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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 AUTHORS
* 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 STARK_RESOURCES_ANIM_HIERARCHY_H
#define STARK_RESOURCES_ANIM_HIERARCHY_H
#include "common/str.h"
#include "engines/stark/resources/object.h"
#include "engines/stark/resourcereference.h"
namespace Stark {
class Visual;
namespace Formats {
class XRCReadStream;
}
namespace Resources {
class Anim;
class BonesMesh;
class ItemVisual;
class TextureSet;
/**
* An animation hierarchy is a container resource referencing the available
* animations for an item.
*
* This resource keeps track of the currently selected animation.
*/
class AnimHierarchy : public Object {
public:
static const Type::ResourceType TYPE = Type::kAnimHierarchy;
AnimHierarchy(Object *parent, byte subType, uint16 index, const Common::String &name);
virtual ~AnimHierarchy();
// Resource API
void readData(Formats::XRCReadStream *stream) override;
void onAllLoaded() override;
/** Set and apply the current animation kind for an item */
void setItemAnim(ItemVisual *item, int32 usage);
/** Unselect the current animation and remove it from an item */
void unselectItemAnim(ItemVisual *item);
/** Apply the current animation to an item */
void selectItemAnim(ItemVisual *item);
/** Obtain the currently selected animation */
Anim *getCurrentAnim();
/** Retrieve the first bone mesh from the anim hierarchy children, if any */
BonesMesh *findBonesMesh();
/**
* Retrieve the first texture of the appropriate type from the anim
* hierarchy children, if any
*/
TextureSet *findTextureSet(uint32 textureType);
Visual *getVisualForUsage(uint32 usage);
/** Randomize an idle action animation */
Anim *getIdleActionAnim() const;
protected:
Anim *getAnimForUsage(uint32 usage);
void printData() override;
Common::Array<ResourceReference> _animationReferences;
Common::Array<Anim *> _animations;
ResourceReference _animHierarchyReference;
AnimHierarchy * _animHierarchy;
float _field_5C;
uint32 _animUsage;
Anim *_currentAnim;
uint32 _idleActionsFrequencySum;
};
} // End of namespace Resources
} // End of namespace Stark
#endif // STARK_RESOURCES_ANIM_HIERARCHY_H
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