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engines/crab/animation/AnimationEffect.h
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102
engines/crab/animation/AnimationEffect.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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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#ifndef CRAB_ANIMATIONEFFECT_H
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#define CRAB_ANIMATIONEFFECT_H
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#include "crab/loaders.h"
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namespace Crab {
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namespace pyrodactyl {
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namespace anim {
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// Types of fade effects
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enum FadeType {
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FADE_NONE,
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FADE_IN,
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FADE_OUT
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};
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// Sometimes we need to stop drawing the game for proper fade effects
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// Use DRAW_STOP to stop drawing the game until DRAW_START is called. DRAW_SAME doesn't change anything
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enum DrawType {
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DRAW_SAME,
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DRAW_STOP,
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DRAW_START
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};
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struct AnimationEffect {
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// What sort of effect do we apply to the image
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FadeType _type;
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// The duration of the effect relative to the start of this animation
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uint32 _start, _finish;
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// Warning: the only way to start drawing the game again is having another animation event with DRAW_START
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DrawType _drawGame;
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AnimationEffect() {
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_type = FADE_NONE;
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_drawGame = DRAW_SAME;
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_start = 0;
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_finish = 0;
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}
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AnimationEffect(rapidxml::xml_node<char> *node) : AnimationEffect() {
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if (nodeValid("effect", node)) {
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rapidxml::xml_node<char> *effnode = node->first_node("effect");
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loadNum(_start, "start", effnode);
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loadNum(_finish, "finish", effnode);
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Common::String str;
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loadStr(str, "type", effnode);
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if (str == "fade_in")
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_type = FADE_IN;
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else if (str == "fade_out")
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_type = FADE_OUT;
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else
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_type = FADE_NONE;
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loadStr(str, "game_draw", effnode);
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if (str == "start")
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_drawGame = DRAW_START;
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else if (str == "stop")
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_drawGame = DRAW_STOP;
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else
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_drawGame = DRAW_SAME;
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}
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}
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};
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} // End of namespace anim
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} // End of namespace pyrodactyl
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} // End of namespace Crab
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#endif // CRAB_ANIMATIONEFFECT_H
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