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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 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
*
*/
#include "crab/animation/animframe.h"
namespace Crab {
using namespace pyrodactyl::anim;
void AnimFrame::load(rapidxml::xml_node<char> *node, const Rect &VBOX, const uint32 &rep, const int &AX, const int &AY) {
_clip.load(node);
if (rep == 0)
loadNum(_repeat, "repeat", node);
else
_repeat = rep;
if (AX == 0.0f && AY == 0.0f) {
if (nodeValid("anchor", node, false))
_anchor.load(node->first_node("anchor"));
} else {
_anchor.x = AX;
_anchor.y = AY;
}
if (VBOX.w == 0 || VBOX.h == 0) {
if (nodeValid("box_v", node))
_boxV.load(node->first_node("box_v"));
} else
_boxV = VBOX;
}
void AnimationFrames::load(rapidxml::xml_node<char> *node) {
loadTextureFlipType(_flip, node);
if (!loadNum(_repeat, "repeat", node, false))
_repeat = 0;
loadBool(_random, "random", node, false);
if (nodeValid("anchor", node, false))
_anchor.load(node->first_node("anchor"));
if (nodeValid("box_v", node))
_boxV.load(node->first_node("box_v"));
if (nodeValid("shadow", node)) {
_shadow.load(node->first_node("shadow"));
_shadow._valid = true;
}
if (nodeValid("frames", node)) {
_frame.clear();
rapidxml::xml_node<char> *framenode = node->first_node("frames");
for (auto n = framenode->first_node("frame"); n != nullptr; n = n->next_sibling("frame")) {
AnimFrame af;
af.load(n, _boxV, _repeat, _anchor.x, _anchor.y);
_frame.push_back(af);
}
}
if (_random)
_currentClip = g_engine->getRandomNumber(_frame.size() - 1);
else
_currentClip = 0;
}
bool AnimationFrames::updateClip() {
if (_currentClip < _frame.size()) {
_currentClip = (_currentClip + 1) % _frame.size();
return true;
} else
_currentClip = 0;
return false;
}
const AnimFrame &AnimationFrames::currentFrame() {
return _frame[_currentClip];
}
} // End of namespace Crab
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