1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226
|
/* 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.
*
*/
#ifndef DRACI_ANIMATION_H
#define DRACI_ANIMATION_H
#include "common/array.h"
#include "common/list.h"
#include "common/rect.h"
#include "draci/sprite.h"
namespace Draci {
/**
* Animation IDs for those animations that don't have their IDs
* specified in the data files.
*/
enum {
kOverlayImage = -1,
kWalkingMapOverlay = -2,
kWalkingShortestPathOverlay = -3,
kWalkingObliquePathOverlay = -4,
kTitleText = -5,
kSpeechText = -6,
kInventorySprite = -7,
kDialogueLinesID = -8,
kUnused = -12,
kInventoryItemsID = -13
};
/**
* Used by overlays as a neutral index that won't get
* released with the GPL Release command.
*/
enum { kIgnoreIndex = -2 };
class DraciEngine;
class Surface;
struct SoundSample;
class Animation {
typedef void (Animation::* AnimationCallback)();
public:
Animation(DraciEngine *v, int id, uint z, bool playing);
~Animation();
uint getZ() const { return _z; }
void setZ(uint z) { _z = z; }
void setID(int id) { _id = id; }
int getID() const { return _id; }
void nextFrame(bool force);
void drawFrame(Surface *surface);
void addFrame(Drawable *frame, const SoundSample *sample);
void replaceFrame(int i, Drawable *frame, const SoundSample *sample);
const Drawable *getConstCurrentFrame() const;
Drawable *getCurrentFrame();
Drawable *getFrame(int frameNum);
void setCurrentFrame(uint frame);
uint currentFrameNum() const { return _currentFrame; }
uint getFrameCount() const { return _frames.size(); }
void makeLastFrameRelative(int x, int y);
void clearShift();
bool isPlaying() const { return _playing; }
void setPlaying(bool playing);
bool isPaused() const { return _paused; }
void setPaused(bool paused) { _paused = paused; }
bool isLooping() const { return _looping; }
void setLooping(bool looping);
void setIsRelative(bool value) { _isRelative = value; }
bool isRelative() const { return _isRelative; }
void setRelative(int relx, int rely);
int getRelativeX() const { return _displacement.relX; }
int getRelativeY() const { return _displacement.relY; }
const Displacement &getDisplacement() const { return _displacement; } // displacement of the whole animation
Displacement getCurrentFrameDisplacement() const; // displacement of the current frame (includes _shift)
Common::Point getCurrentFramePosition() const; // with displacement and shift applied
void supportsQuickAnimation(bool val) { _canBeQuick = val; }
int getIndex() const { return _index; }
void setIndex(int index) { _index = index; }
void setScaleFactors(double scaleX, double scaleY);
double getScaleX() const { return _displacement.extraScaleX; }
double getScaleY() const { return _displacement.extraScaleY; }
void markDirtyRect(Surface *surface) const;
// Animation callbacks. They can only do simple things, such as
// setting the value of some variable or stopping an animation. In
// particular, they cannot run sub-loops or anything like that, because
// the callback is called at an arbitrary time without much control
// over what the state of the rest of the program is.
void registerCallback(AnimationCallback callback) { _callback = callback; }
void doNothing() {}
void exitGameLoop();
void tellWalkingState();
void play();
void stop();
void del();
private:
uint nextFrameNum() const;
void deleteFrames();
/** Internal animation ID
* (as specified in the data files and the bytecode)
*/
int _id;
/** The recency index of an animation, i.e. the most recently added animation has
* the highest index. Some script commands need this.
*/
int _index;
uint _currentFrame;
uint _z;
Common::Point _shift; // partial sum of _relativeShifts from the beginning of the animation until the current frame
bool _hasChangedFrame;
Displacement _displacement;
bool _isRelative;
uint _tick;
bool _playing;
bool _looping;
bool _paused;
bool _canBeQuick;
/** Array of frames of the animation. The animation object owns these pointers.
*/
Common::Array<Drawable *> _frames;
Common::Array<Common::Point> _relativeShifts;
/** Array of samples played during the animation. The animation
* object doesn't own these pointers, but they are stored in the
* cache.
*/
Common::Array<const SoundSample *> _samples;
AnimationCallback _callback;
DraciEngine *_vm;
};
class AnimationManager {
public:
AnimationManager(DraciEngine *vm) : _vm(vm), _lastIndex(-1), _animationPauseCounter(0) {}
~AnimationManager() { deleteAll(); }
void insert(Animation *anim, bool allocateIndex);
Animation *load(uint animNum);
void pauseAnimations();
void unpauseAnimations();
void deleteAnimation(Animation *anim);
void deleteOverlays();
void deleteAll();
void drawScene(Surface *surf);
Animation *getAnimation(int id);
int getLastIndex() const { return _lastIndex; }
void deleteAfterIndex(int index);
const Animation *getTopAnimation(int x, int y) const;
private:
void sortAnimations();
DraciEngine *_vm;
/** List of animation objects, maintained sorted by decreasing Z-coordinates.
* The animation manager owns the pointers.
*/
Common::List<Animation *> _animations;
/** The index of the most recently added animation.
* See Animation::_index for details.
*/
int _lastIndex;
/** How many times the animations are paused.
* Needed because the animations can be paused once by entering the
* inventory and then again by entering the game menu. When they are
* unpaused the first time, they should be kept paused. */
int _animationPauseCounter;
};
} // End of namespace Draci
#endif // DRACI_ANIMATION_H
|