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engines/agds/animation.h
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201
engines/agds/animation.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ANIMATION_H
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#define ANIMATION_H
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#include "common/ptr.h"
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#include "common/rect.h"
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#include "common/scummsys.h"
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#include "common/str.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Graphics {
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struct Surface;
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class ManagedSurface;
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} // namespace Graphics
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namespace Video {
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class FlicDecoder;
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}
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namespace AGDS {
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class AGDSEngine;
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class Object;
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class Animation {
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using FlicPtr = Common::ScopedPtr<Video::FlicDecoder>;
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using ManagedSurfacePtr = Common::ScopedPtr<Graphics::ManagedSurface>;
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AGDSEngine *_engine;
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Common::String _name;
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FlicPtr _flic;
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ManagedSurfacePtr _frame;
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ManagedSurfacePtr _scaledFrame;
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int _frames;
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Common::Point _position;
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Common::String _process;
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Common::String _phaseVar;
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bool _loop;
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int _cycles;
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bool _phaseVarControlled;
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int _phase;
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bool _paused;
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int _speed;
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int _z;
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int _rotation;
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int _delay;
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int _random;
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float _scale;
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bool _onScreen;
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uint _visibleHeight;
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uint _visibleCenter;
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public:
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Animation(AGDSEngine *engine, const Common::String &name);
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~Animation();
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bool hasFrame() const {
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return _frame != nullptr;
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}
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int frames() const {
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return _frames;
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}
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bool ended() const {
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return _phase >= _frames;
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}
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const Common::Point &position() const {
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return _position;
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}
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void position(Common::Point position) {
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_position = position;
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}
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const Common::String &phaseVar() const {
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return _phaseVar;
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}
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void phaseVar(const Common::String &phaseVar) {
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_phaseVar = phaseVar;
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}
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const Common::String &process() const {
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return _process;
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}
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void process(const Common::String &process) {
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_process = process;
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}
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void loop(bool loop) {
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_loop = loop;
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}
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void cycles(int cycles) {
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_cycles = cycles;
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}
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void delay(int delay) {
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_delay = delay;
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}
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void setRandom(int value) { // can't declare random() because of stupid macro
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_random = value;
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}
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void phaseVarControlled(bool controlled) {
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_phaseVarControlled = controlled;
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_onScreen = !controlled;
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}
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bool paused() const {
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return _paused;
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}
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void pause() {
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_paused = true;
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}
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void resume() {
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_paused = false;
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}
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void rewind();
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void speed(int speed) {
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_speed = speed;
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}
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void z(int z) {
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_z = z;
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}
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int z() const {
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return _z;
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}
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void rotate(int rotation) {
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if (_rotation == rotation)
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return;
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_rotation = rotation;
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rescaleCurrentFrame();
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}
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void scale(float scale);
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float scale() const {
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return _scale;
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}
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int phase() const {
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return _phase;
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}
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void onScreen(bool onScreen);
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bool load(Common::SeekableReadStream *stream, const Common::String &fname);
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void paint(Graphics::Surface &backbuffer, Common::Point dst, Graphics::ManagedSurface *mask = nullptr, int maskAlpha = 0) const;
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uint width() const;
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uint height() const;
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uint visibleHeight() const {
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return _visibleHeight;
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}
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uint visibleCenter() const {
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return _visibleCenter;
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}
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bool tick();
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void decodeNextFrame();
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private:
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void rescaleCurrentFrame();
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void freeFrame();
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void freeScaledFrame();
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};
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} // End of namespace AGDS
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#endif /* AGDS_ANIMATION_H */
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