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engines/stark/resources/anim.h
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337
engines/stark/resources/anim.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 STARK_RESOURCES_ANIM_H
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#define STARK_RESOURCES_ANIM_H
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#include "common/path.h"
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#include "common/rect.h"
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#include "common/str.h"
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#include "engines/stark/resources/object.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Stark {
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class SkeletonAnim;
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class VisualActor;
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class VisualProp;
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class VisualSmacker;
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class Visual;
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namespace Formats {
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class XRCReadStream;
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}
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namespace Resources {
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class Direction;
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class Image;
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class Item;
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class ItemVisual;
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/**
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* Animation base class
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*
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* Animations provide a time dependent visual state to Items
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*/
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class Anim : public Object {
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public:
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static const Type::ResourceType TYPE = Type::kAnim;
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enum SubType {
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kAnimImages = 1,
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kAnimProp = 2,
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kAnimVideo = 3,
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kAnimSkeleton = 4
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};
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enum ActionUsage {
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kActionUsagePassive = 1,
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kActionUsageActive = 2
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};
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enum UIUsage {
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kUIUsageInventory = 1,
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kUIUsageUseCursorPassive = 4,
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kUIUsageUseCursorActive = 5
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};
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enum ActorActivity {
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kActorActivityIdle = 1,
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kActorActivityWalk = 2,
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kActorActivityTalk = 3,
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kActorActivityRun = 6,
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kActorActivityIdleAction = 10
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};
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/** Anim factory */
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static Object *construct(Object *parent, byte subType, uint16 index, const Common::String &name);
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Anim(Object *parent, byte subType, uint16 index, const Common::String &name);
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~Anim() override;
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// Resource API
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void readData(Formats::XRCReadStream *stream) override;
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/** Get current displayed frame */
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uint32 getCurrentFrame() { return _currentFrame; }
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/** Sets the animation frame to be displayed */
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virtual void selectFrame(uint32 frameIndex);
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/** Obtain the Visual to be used to render the animation */
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virtual Visual *getVisual() = 0;
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/** Associate the animation to an Item */
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virtual void applyToItem(Item *item);
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/** Dissociate the animation from an item */
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virtual void removeFromItem(Item *item);
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/** Check is the animation is being used by an item */
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bool isInUse() const;
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/** Obtain the purpose of this anim */
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uint32 getActivity() const;
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/** Return the hotspot index for a point given in relative coordinates */
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virtual int getPointHotspotIndex(const Common::Point &point) const;
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/** Get the hotspot position for a given index of a pat-table */
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virtual Common::Point getHotspotPosition(uint index) const { return Common::Point(-1, -1); }
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/**
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* Play the animation as an action for an item.
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*
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* This sets up a callback to the item for when the animation completes.
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*/
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virtual void playAsAction(ItemVisual *item);
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/** Checks if the elapsed time since the animation start is greater than a specified duration */
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virtual bool isAtTime(uint32 time) const;
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/** Get the anim movement speed in units per seconds */
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virtual uint32 getMovementSpeed() const;
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/** Get the chance the animation has to play among other idle actions from the same anim hierarchy */
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virtual uint32 getIdleActionFrequency() const;
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/**
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* When this animation is playing as an action should a new animation
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* be chosen for the item as soon as this one completes based on
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* the item's activity?
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* This is true by default, but setting it to false allows scripts
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* to chose precisely the new animation to play, and to start it
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* in the same frame as this one is removed.
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*/
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virtual void shouldResetItem(bool resetItem);
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/**
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* Remove this action animation for the item and select a new animation
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* based on the item's current activity.
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*/
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virtual void resetItem();
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/**
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* Is this animation done playing.
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*
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* Only valid for animations started with playAsAction.
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*/
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virtual bool isDone() const;
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protected:
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void printData() override;
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uint32 _activity;
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uint32 _currentFrame;
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uint32 _numFrames;
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int32 _refCount;
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};
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/**
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* Displays still images controlled by an AnimScript
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*/
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class AnimImages : public Anim {
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public:
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AnimImages(Object *parent, byte subType, uint16 index, const Common::String &name);
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~AnimImages() override;
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// Resource API
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void readData(Formats::XRCReadStream *stream) override;
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void onAllLoaded() override;
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void saveLoad(ResourceSerializer *serializer) override;
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// Anim API
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void selectFrame(uint32 frameIndex) override;
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Visual *getVisual() override;
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int getPointHotspotIndex(const Common::Point &point) const override;
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Common::Point getHotspotPosition(uint index) const override;
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protected:
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void printData() override;
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float _field_3C;
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uint32 _currentDirection;
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Common::Array<Direction *> _directions;
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Image *_currentFrameImage;
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};
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class AnimProp : public Anim {
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public:
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AnimProp(Object *parent, byte subType, uint16 index, const Common::String &name);
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~AnimProp() override;
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// Resource API
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void readData(Formats::XRCReadStream *stream) override;
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void onPostRead() override;
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// Anim API
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Visual *getVisual() override;
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uint32 getMovementSpeed() const override;
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protected:
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void printData() override;
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Common::String _field_3C;
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Common::Array<Common::Path> _meshFilenames;
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Common::Path _textureFilename;
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uint32 _movementSpeed;
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Common::Path _archiveName;
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VisualProp *_visual;
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};
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/**
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* Displays a Smacker video
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*/
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class AnimVideo : public Anim {
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public:
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AnimVideo(Object *parent, byte subType, uint16 index, const Common::String &name);
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~AnimVideo() override;
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// Resource API
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void readData(Formats::XRCReadStream *stream) override;
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void onAllLoaded() override;
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void onGameLoop() override;
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void onEnginePause(bool pause) override;
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void saveLoadCurrent(ResourceSerializer *serializer) override;
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// Anim API
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Visual *getVisual() override;
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void playAsAction(ItemVisual *item) override;
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void shouldResetItem(bool resetItem) override;
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void resetItem() override;
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bool isAtTime(uint32 time) const override;
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bool isDone() const override { return _done || !isInUse(); }
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protected:
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typedef Common::Array<Common::Point> PointArray;
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typedef Common::Array<Common::Rect> RectArray;
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void printData() override;
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Common::SeekableReadStream *openOverrideFile(const Common::String &extension) const;
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/** Update the position of the video for the current frame */
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void updateSmackerPosition();
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Common::Path _smackerFile;
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Common::Path _archiveName;
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VisualSmacker *_smacker;
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uint32 _width;
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uint32 _height;
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PointArray _positions;
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RectArray _sizes;
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int32 _frameRateOverride;
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bool _preload;
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bool _loop;
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bool _done;
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ItemVisual *_actionItem;
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bool _shouldResetItem;
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};
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/**
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* Animates a 3D mesh skeleton
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*/
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class AnimSkeleton : public Anim {
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public:
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AnimSkeleton(Object *parent, byte subType, uint16 index, const Common::String &name);
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~AnimSkeleton() override;
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// Resource API
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void readData(Formats::XRCReadStream *stream) override;
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void onPostRead() override;
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void onAllLoaded() override;
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void onGameLoop() override;
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void onPreDestroy() override;
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// Anim API
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void applyToItem(Item *item) override;
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void removeFromItem(Item *item) override;
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Visual *getVisual() override;
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void playAsAction(ItemVisual *item) override;
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bool isAtTime(uint32 time) const override;
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bool isDone() const override { return _done || !isInUse(); }
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uint32 getMovementSpeed() const override;
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uint32 getIdleActionFrequency() const override;
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void shouldResetItem(bool resetItem) override;
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void resetItem() override;
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/** Get the duration in milliseconds before the animation loops ends */
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uint32 getRemainingTime() const;
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/** Get the position in the animation loop in milliseconds */
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uint32 getCurrentTime() const;
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protected:
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void printData() override;
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bool _castsShadow;
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Common::Path _archiveName;
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Common::Path _animFilename;
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bool _loop;
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uint32 _movementSpeed;
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uint32 _idleActionFrequency;
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uint32 _totalTime;
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uint32 _currentTime;
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bool _done;
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SkeletonAnim *_skeletonAnim;
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VisualActor *_visual;
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ItemVisual *_actionItem;
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bool _shouldResetItem;
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};
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} // End of namespace Resources
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} // End of namespace Stark
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#endif // STARK_RESOURCES_ANIM_H
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