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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_ANIMATIONRESOURCE_H
#define SWORD25_ANIMATIONRESOURCE_H
#include "common/formats/xmlparser.h"
#include "sword25/kernel/common.h"
#include "sword25/kernel/resource.h"
#include "sword25/gfx/animationdescription.h"
#include "sword25/gfx/animation.h"
namespace Sword25 {
class Kernel;
class PackageManager;
class AnimationResource : public Resource, public AnimationDescription, public Common::XMLParser {
public:
AnimationResource(const Common::String &filename);
~AnimationResource() override;
const Frame &getFrame(uint index) const override {
return _frames[index];
}
uint getFrameCount() const override {
return _frames.size();
}
void unlock() override {
release();
}
Animation::ANIMATION_TYPES getAnimationType() const {
return _animationType;
}
int getFPS() const {
return _FPS;
}
int getMillisPerFrame() const {
return _millisPerFrame;
}
bool isScalingAllowed() const {
return _scalingAllowed;
}
bool isAlphaAllowed() const {
return _alphaAllowed;
}
bool isColorModulationAllowed() const {
return _colorModulationAllowed;
}
bool isValid() const {
return _valid;
}
private:
bool _valid;
Common::Array<Frame> _frames;
PackageManager *_pPackage;
bool computeFeatures();
bool precacheAllFrames() const;
// Parser
CUSTOM_XML_PARSER(AnimationResource) {
XML_KEY(animation)
XML_PROP(fps, true)
XML_PROP(type, true)
XML_KEY(frame)
XML_PROP(file, true)
XML_PROP(hotspotx, true)
XML_PROP(hotspoty, true)
XML_PROP(fliph, false)
XML_PROP(flipv, false)
KEY_END()
KEY_END()
} PARSER_END()
bool parseBooleanKey(Common::String s, bool &result);
// Parser callback methods
bool parserCallback_animation(ParserNode *node);
bool parserCallback_frame(ParserNode *node);
};
} // End of namespace Sword25
#endif