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
|
/* 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/>.
*
*/
#ifndef M4_GRAPHICS_GR_SERIES_H
#define M4_GRAPHICS_GR_SERIES_H
#include "m4/m4_types.h"
#include "m4/wscript/ws_machine.h"
namespace M4 {
constexpr uint32 SERIES_FORWARD = 0;
constexpr uint32 SERIES_PINGPONG = 1;
constexpr uint32 SERIES_BACKWARD = 2;
constexpr uint32 SERIES_RANDOM = 4; // series is played in random order, trigger after number of frames in range played
constexpr uint32 SERIES_NO_TOSS = 8; // series is not tossed at the end of playing
constexpr uint32 SERIES_STICK = 16; // series sticks on last frame, then sends trigger
constexpr uint32 SERIES_LOOP_TRIGGER = 32; // get trigger back every loop
constexpr uint32 SERIES_LOAD_PALETTE = 64; // load master_palette with colours?
constexpr uint32 SERIES_HORZ_FLIP = 128; // horizontal flip
// Old constants
constexpr uint32 FORWARD = 0;
constexpr uint32 PINGPONG = 1;
constexpr uint32 BACKWARD = 2;
constexpr uint32 STICK = 4;
constexpr uint32 NO_TOSS = 8;
enum {
HASH_SERIES_PLAY_MACHINE = 0,
HASH_SERIES_SHOW_MACHINE = 1,
// HASH_TIMER_MACHINE = 2, // defined in adv.h
HASH_STREAM_MACHINE = 6
};
/**
* Since series are normally started in pairs, this simplifies doing so
*/
struct Series {
machine *_series = nullptr;
machine *_seriesS = nullptr;
void play(const char *seriesName, frac16 layer, uint32 flags = 0,
int16 triggerNum = -1, int32 frameRate = 6, int32 loopCount = 0, int32 s = 100,
int32 x = 0, int32 y = 0, int32 firstFrame = 0, int32 lastFrame = -1);
void show(const char *seriesName, frac16 layer, uint32 flags = 0,
int16 triggerNum = -1, int32 duration = -1, int32 index = 0, int32 s = 100,
int32 x = 0, int32 y = 0);
void show(const char *series1, const char *series2, int layer);
void show_index2(const char *series1, const char *series2, int layer, int index1, int index2);
void terminate();
operator bool() const {
return _series != nullptr;
}
machine *&operator[](uint idx) {
return (idx == 0) ? _series : _seriesS;
}
frac16 *regs() const {
return _series->myAnim8->myRegs;
}
static void series_play(const char *seriesName, frac16 layer, uint32 flags = 0,
int16 triggerNum = -1, int32 frameRate = 6, int32 loopCount = 0, int32 s = 100,
int32 x = 0, int32 y = 0, int32 firstFrame = 0, int32 lastFrame = -1);
static void series_show(const char *seriesName, frac16 layer, uint32 flags = 0,
int16 triggerNum = -1, int32 duration = -1, int32 index = 0, int32 s = 100,
int32 x = 0, int32 y = 0);
};
int32 series_load(const char *seriesName, int32 assetIndex = -1, RGB8 *myPal = nullptr);
void series_unload(int32 assetIndex);
bool series_draw_sprite(int32 spriteHash, int32 index, Buffer *destBuff, int32 x, int32 y);
bool series_show_frame(int32 spriteHash, int32 index, Buffer *destBuff, int32 x, int32 y);
machine *series_place_sprite(const char *seriesName, int32 index, int32 x, int32 y, int32 s, int32 layer);
machine *series_show_sprite(const char *seriesName, int32 index, int32 layer);
machine *series_play(const char *seriesName, frac16 layer, uint32 flags = 0,
int16 triggerNum = -1, int32 frameRate = 6, int32 loopCount = 0, int32 s = 100,
int32 x = 0, int32 y = 0, int32 firstFrame = 0, int32 lastFrame = -1);
machine *series_simple_play(const char *seriesName, frac16 layer, bool stickWhenDone);
machine *series_show(const char *seriesName, frac16 layer, uint32 flags = 0,
int16 triggerNum = -1, int32 duration = -1, int32 index = 0, int32 s = 100,
int32 x = 0, int32 y = 0);
machine *series_ranged_play(const char *seriesName, int32 loopCount, uint32 flags,
int32 firstFrame, int32 lastFrame, int32 s, uint32 layer,
int32 frameRate, int32 trigger = -1, bool stick_when_done = false);
machine *series_ranged_play_xy(const char *seriesName, int loopCount, int flags,
int firstFrame, int lastFrame, int x, int y, int s, int layer,
int frameRate, int trigger = -1, bool stick_when_done = false);
machine *series_plain_play(const char *seriesName, int32 loopCount, uint32 flags,
int32 s, int32 layer, int32 frameRate, int32 trigger = -1, bool stickWhenDone = false);
machine *series_play_xy(const char *seriesName, int loopCount, int flags,
int x, int y, int scale, int layer, int frameRate, int trigger);
machine *series_stream(const char *seriesName, int32 frameRate, int32 layer, int32 trigger);
bool series_stream_break_on_frame(machine *m, int32 frameNum, int32 trigger);
void series_set_frame_rate(machine *m, int32 newFrameRate);
} // namespace M4
#endif
|