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engines/gob/pregob/seqfile.h
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198
engines/gob/pregob/seqfile.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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* This file is dual-licensed.
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* In addition to the GPLv3 license mentioned above, this code is also
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* licensed under LGPL 2.1. See LICENSES/COPYING.LGPL file for the
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* full text of the license.
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*
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*/
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#ifndef GOB_PREGOB_SEQFILE_H
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#define GOB_PREGOB_SEQFILE_H
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#include "common/system.h"
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#include "common/array.h"
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#include "common/list.h"
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#include "gob/util.h"
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namespace Common {
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class String;
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class SeekableReadStream;
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}
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namespace Gob {
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class GobEngine;
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class DECFile;
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class ANIFile;
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class ANIObject;
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/** A SEQ file, describing a complex animation sequence.
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*
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* Used in early hardcoded gob games.
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* The principle is similar to the Mult class (see mult.h), but instead
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* of depending on all the externally loaded animations, backgrounds and
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* objects, a SEQ file references animation and background directly by
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* filename.
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*/
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class SEQFile {
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public:
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SEQFile(GobEngine *vm, const Common::String &fileName);
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virtual ~SEQFile();
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/** Play the SEQ.
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*
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* @param abortable If true, end playback on any user input.
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* @param endFrame The frame on where to end, or 0xFFFF for infinite playback.
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* @param frameRate The frame rate at which to play the SEQ, or 0 for playing at
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* the speed the SEQ itself wants to.
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*/
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void play(bool abortable = true, uint16 endFrame = 0xFFFF, uint16 frameRate = 0);
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protected:
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GobEngine *_vm;
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/** Returns the current frame number. */
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uint16 getFrame() const;
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/** Seek to a specific frame. */
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void seekFrame(uint16 frame);
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/** Add a frame loop. */
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uint addLoop(uint16 startFrame, uint16 endFrame, uint16 loopCount);
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/** Skip a frame loop. */
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void skipLoop(uint loopID);
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/** Delete a frame loop. */
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void delLoop(uint loopID);
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/** Ends SEQ playback. */
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void abortPlay();
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/** Callback for special frame events. */
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virtual void handleFrameEvent();
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/** Callback for special user input handling. */
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virtual void handleInput(int16 key, int16 mouseX, int16 mouseY, MouseButtons mouseButtons);
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private:
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/** Number of animation objects that are visible at the same time. */
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static const uint kObjectCount = 4;
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/** A key for changing the background. */
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struct BackgroundKey {
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uint16 frame; ///< Frame the change is to happen.
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const DECFile *background; ///< The background to use.
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};
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/** A key for playing an object animation. */
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struct AnimationKey {
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uint object; ///< The object this key belongs to.
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uint16 frame; ///< Frame the change is to happen.
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const ANIFile *ani; ///< The ANI to use.
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uint16 animation; ///< The animation to use.
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int16 x; ///< X position of the animation.
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int16 y; ///< Y position of the animation.
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int16 order; ///< Used to determine in which order to draw the objects.
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};
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/** A managed animation object. */
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struct Object {
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ANIObject *object; ///< The actual animation object.
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int16 order; ///< The current drawing order.
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};
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/** A frame loop. */
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struct Loop {
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uint16 startFrame;
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uint16 endFrame;
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uint16 loopCount;
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uint16 currentLoop;
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bool empty;
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};
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typedef Common::Array<DECFile *> Backgrounds;
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typedef Common::Array<ANIFile *> Animations;
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typedef Common::Array<BackgroundKey> BackgroundKeys;
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typedef Common::Array<AnimationKey> AnimationKeys;
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typedef Common::List<Object> Objects;
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typedef Common::Array<Loop> Loops;
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uint16 _frame; ///< The current frame.
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bool _abortPlay; ///< Was the end of the playback requested?
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uint16 _frameRate;
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Backgrounds _backgrounds; ///< All backgrounds in this SEQ.
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Animations _animations; ///< All animations in this SEQ.
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BackgroundKeys _bgKeys; ///< The background change keyframes.
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AnimationKeys _animKeys; ///< The animation change keyframes.
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Object _objects[kObjectCount]; ///< The managed animation objects.
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Loops _loops;
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/** Whether the playback should be abortable by user input. */
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bool _abortable;
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// -- Loading helpers --
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void load(Common::SeekableReadStream &seq);
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const ANIFile *findANI(uint16 index, uint16 &animation);
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// -- Playback helpers --
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void playFrame();
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/** Get a list of objects ordered by drawing order. */
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Objects getOrderedObjects();
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void clearAnims(); ///< Remove all animation frames.
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void drawAnims(); ///< Draw the animation frames.
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/** Look if we can compact the loop array. */
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void cleanLoops();
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};
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} // End of namespace Gob
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#endif // GOB_PREGOB_SEQFILE_H
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