File: AnimationState.h

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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/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#ifndef HPL_ANIMATION_STATE_H
#define HPL_ANIMATION_STATE_H

#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/system/SystemTypes.h"

#include "hpl1/engine/game/SaveGame.h"

namespace hpl {

class cAnimation;
class cAnimationManager;

//---------------------------------------------

class cSaveData_cAnimationState : public iSaveData {
	kSaveData_ClassInit(cAnimationState) public : tString msName;

	tString msAnimationName;
	float mfDefaultSpeed; // Not needed later

	float mfLength;
	float mfWeight;
	float mfSpeed;
	float mfTimePos;

	float mfBaseSpeed;

	bool mbActive;
	bool mbLoop;
	bool mbPaused;

	float mfFadeStep;

	float mfSpecialEventTime;

	virtual iSaveObject *CreateSaveObject(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
	virtual int GetSaveCreatePrio();
};

//---------------------------------------------

class cAnimationEvent {
public:
	float mfTime;
	eAnimationEventType mType;
	tString msValue;
};

//---------------------------------------------

class cAnimationState : public iSaveObject {
	typedef iSaveObject super;

public:
	cAnimationState(cAnimation *apAnimation, const tString &asName,
					cAnimationManager *apAnimationManager);
	~cAnimationState();

	const char *GetName() { return msName.c_str(); }

	void Update(float afTimeStep);

	bool IsFading();

	/**
	 * If the animation has reached the end.
	 */
	bool IsOver();

	void FadeIn(float afTime);
	void FadeOut(float afTime);

	void SetLength(float afLength);
	float GetLength();

	void SetWeight(float afWeight);
	float GetWeight();

	void SetSpeed(float afSpeed);
	float GetSpeed();

	void SetBaseSpeed(float afSpeed);
	float GetBaseSpeed();

	void SetTimePosition(float afPosition);
	float GetTimePosition();
	float GetPreviousTimePosition();

	/**
	 * Set the relative position. 0 = start, 1 = end
	 * \param afPosition
	 */
	void SetRelativeTimePosition(float afPosition);

	/**
	 * Get the relative position. 0 = start, 1 = end
	 */
	float GetRelativeTimePosition();

	bool IsActive();
	void SetActive(bool abActive);

	bool IsLooping();
	void SetLoop(bool abLoop);

	bool IsPaused();
	void SetPaused(bool abPaused);

	void SetSpecialEventTime(float afT) { mfSpecialEventTime = afT; }
	float GetSpecialEventTime() { return mfSpecialEventTime; }
	bool IsAfterSpecialEvent();
	bool IsBeforeSpecialEvent();

	void AddTimePosition(float afAdd);

	cAnimation *GetAnimation();

	cAnimationEvent *CreateEvent();
	cAnimationEvent *GetEvent(int alIdx);
	int GetEventNum();

	float GetFadeStep() { return mfFadeStep; }
	void SetFadeStep(float afX) { mfFadeStep = afX; }

	// SaveObject implementation
	virtual iSaveData *CreateSaveData();
	virtual void SaveToSaveData(iSaveData *apSaveData);
	virtual void LoadFromSaveData(iSaveData *apSaveData);
	virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);

private:
	tString msName;

	cAnimationManager *mpAnimationManager;

	cAnimation *mpAnimation;

	Common::Array<cAnimationEvent *> mvEvents;

	// Properties of the animation
	float mfLength;
	float mfWeight;
	float mfSpeed;
	float mfTimePos;
	float mfPrevTimePos;

	float mfBaseSpeed;

	float mfSpecialEventTime;

	bool mbActive;
	bool mbLoop;
	bool mbPaused;

	// properties for update
	float mfFadeStep;
};

} // namespace hpl

#endif // HPL_ANIMATION_STATE_H