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engines/hpl1/engine/scene/AnimationState.h
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190
engines/hpl1/engine/scene/AnimationState.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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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_ANIMATION_STATE_H
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#define HPL_ANIMATION_STATE_H
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/system/SystemTypes.h"
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#include "hpl1/engine/game/SaveGame.h"
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namespace hpl {
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class cAnimation;
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class cAnimationManager;
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//---------------------------------------------
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class cSaveData_cAnimationState : public iSaveData {
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kSaveData_ClassInit(cAnimationState) public : tString msName;
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tString msAnimationName;
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float mfDefaultSpeed; // Not needed later
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float mfLength;
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float mfWeight;
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float mfSpeed;
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float mfTimePos;
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float mfBaseSpeed;
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bool mbActive;
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bool mbLoop;
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bool mbPaused;
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float mfFadeStep;
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float mfSpecialEventTime;
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virtual iSaveObject *CreateSaveObject(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
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virtual int GetSaveCreatePrio();
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};
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//---------------------------------------------
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class cAnimationEvent {
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public:
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float mfTime;
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eAnimationEventType mType;
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tString msValue;
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};
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//---------------------------------------------
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class cAnimationState : public iSaveObject {
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typedef iSaveObject super;
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public:
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cAnimationState(cAnimation *apAnimation, const tString &asName,
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cAnimationManager *apAnimationManager);
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~cAnimationState();
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const char *GetName() { return msName.c_str(); }
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void Update(float afTimeStep);
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bool IsFading();
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/**
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* If the animation has reached the end.
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*/
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bool IsOver();
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void FadeIn(float afTime);
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void FadeOut(float afTime);
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void SetLength(float afLength);
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float GetLength();
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void SetWeight(float afWeight);
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float GetWeight();
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void SetSpeed(float afSpeed);
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float GetSpeed();
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void SetBaseSpeed(float afSpeed);
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float GetBaseSpeed();
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void SetTimePosition(float afPosition);
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float GetTimePosition();
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float GetPreviousTimePosition();
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/**
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* Set the relative position. 0 = start, 1 = end
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* \param afPosition
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*/
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void SetRelativeTimePosition(float afPosition);
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/**
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* Get the relative position. 0 = start, 1 = end
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*/
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float GetRelativeTimePosition();
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bool IsActive();
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void SetActive(bool abActive);
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bool IsLooping();
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void SetLoop(bool abLoop);
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bool IsPaused();
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void SetPaused(bool abPaused);
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void SetSpecialEventTime(float afT) { mfSpecialEventTime = afT; }
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float GetSpecialEventTime() { return mfSpecialEventTime; }
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bool IsAfterSpecialEvent();
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bool IsBeforeSpecialEvent();
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void AddTimePosition(float afAdd);
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cAnimation *GetAnimation();
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cAnimationEvent *CreateEvent();
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cAnimationEvent *GetEvent(int alIdx);
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int GetEventNum();
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float GetFadeStep() { return mfFadeStep; }
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void SetFadeStep(float afX) { mfFadeStep = afX; }
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// SaveObject implementation
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virtual iSaveData *CreateSaveData();
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virtual void SaveToSaveData(iSaveData *apSaveData);
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virtual void LoadFromSaveData(iSaveData *apSaveData);
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virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
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private:
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tString msName;
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cAnimationManager *mpAnimationManager;
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cAnimation *mpAnimation;
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Common::Array<cAnimationEvent *> mvEvents;
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// Properties of the animation
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float mfLength;
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float mfWeight;
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float mfSpeed;
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float mfTimePos;
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float mfPrevTimePos;
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float mfBaseSpeed;
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float mfSpecialEventTime;
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bool mbActive;
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bool mbLoop;
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bool mbPaused;
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// properties for update
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float mfFadeStep;
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};
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} // namespace hpl
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#endif // HPL_ANIMATION_STATE_H
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