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
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_ANIMATIONEFFECT_H
#define CRAB_ANIMATIONEFFECT_H
#include "crab/loaders.h"
namespace Crab {
namespace pyrodactyl {
namespace anim {
// Types of fade effects
enum FadeType {
FADE_NONE,
FADE_IN,
FADE_OUT
};
// Sometimes we need to stop drawing the game for proper fade effects
// Use DRAW_STOP to stop drawing the game until DRAW_START is called. DRAW_SAME doesn't change anything
enum DrawType {
DRAW_SAME,
DRAW_STOP,
DRAW_START
};
struct AnimationEffect {
// What sort of effect do we apply to the image
FadeType _type;
// The duration of the effect relative to the start of this animation
uint32 _start, _finish;
// Warning: the only way to start drawing the game again is having another animation event with DRAW_START
DrawType _drawGame;
AnimationEffect() {
_type = FADE_NONE;
_drawGame = DRAW_SAME;
_start = 0;
_finish = 0;
}
AnimationEffect(rapidxml::xml_node<char> *node) : AnimationEffect() {
if (nodeValid("effect", node)) {
rapidxml::xml_node<char> *effnode = node->first_node("effect");
loadNum(_start, "start", effnode);
loadNum(_finish, "finish", effnode);
Common::String str;
loadStr(str, "type", effnode);
if (str == "fade_in")
_type = FADE_IN;
else if (str == "fade_out")
_type = FADE_OUT;
else
_type = FADE_NONE;
loadStr(str, "game_draw", effnode);
if (str == "start")
_drawGame = DRAW_START;
else if (str == "stop")
_drawGame = DRAW_STOP;
else
_drawGame = DRAW_SAME;
}
}
};
} // End of namespace anim
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_ANIMATIONEFFECT_H
|