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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/>.
*
*/
#include "ags/engine/gui/animating_gui_button.h"
#include "ags/shared/gui/gui_defines.h"
#include "ags/shared/util/stream.h"
namespace AGS3 {
using namespace AGS::Shared;
void AnimatingGUIButton::ReadFromSavegame(Stream *in, int cmp_ver) {
buttonid = in->ReadInt16();
ongui = in->ReadInt16();
onguibut = in->ReadInt16();
view = in->ReadInt16();
loop = in->ReadInt16();
frame = in->ReadInt16();
speed = in->ReadInt16();
uint16_t anim_flags = in->ReadInt16(); // was repeat (0,1)
wait = in->ReadInt16();
if (cmp_ver < kGuiSvgVersion_36020) anim_flags &= 0x1; // restrict to repeat only
repeat = (anim_flags & 0x1) ? ANIM_REPEAT : ANIM_ONCE;
blocking = (anim_flags >> 1) & 0x1;
direction = (anim_flags >> 2) & 0x1;
if (cmp_ver >= kGuiSvgVersion_36025) {
volume = in->ReadInt8();
in->ReadInt8(); // reserved to fill int32
in->ReadInt8();
in->ReadInt8();
}
}
void AnimatingGUIButton::WriteToSavegame(Stream *out) {
uint16_t anim_flags =
(repeat & 0x1) | // either ANIM_ONCE or ANIM_REPEAT
(blocking & 0x1) << 1 |
(direction & 0x1) << 2;
out->WriteInt16(buttonid);
out->WriteInt16(ongui);
out->WriteInt16(onguibut);
out->WriteInt16(view);
out->WriteInt16(loop);
out->WriteInt16(frame);
out->WriteInt16(speed);
out->WriteInt16(anim_flags); // was repeat (0,1)
out->WriteInt16(wait);
out->WriteInt8(static_cast<uint8_t>(volume));
out->WriteInt8(0); // reserved to fill int32
out->WriteInt8(0);
out->WriteInt8(0);
}
} // namespace AGS3
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