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engines/wintermute/base/gfx/xanimation_set.h
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101
engines/wintermute/base/gfx/xanimation_set.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 file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#ifndef WINTERMUTE_ANIMATION_SET_H
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#define WINTERMUTE_ANIMATION_SET_H
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#include "engines/wintermute/base/base_named_object.h"
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#include "engines/wintermute/base/gfx/xanimation.h"
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#include "engines/wintermute/base/gfx/xframe_node.h"
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#include "engines/wintermute/utils/utils.h"
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#include "engines/wintermute/coll_templ.h"
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#include "engines/wintermute/persistent.h"
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namespace Wintermute {
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class XModel;
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class AnimationSet : public BaseNamedObject {
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public:
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//////////////////////////////////////////////////////////////////////////
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class AnimationEvent {
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public:
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char *_eventName;
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int32 _frame;
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AnimationEvent() {
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_eventName = nullptr;
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_frame = -1;
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}
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AnimationEvent(char *name, int frame) {
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_eventName = nullptr;
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BaseUtils::setString(&_eventName, name);
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_frame = frame;
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}
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virtual ~AnimationEvent() {
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if (_eventName) {
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delete[] _eventName;
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}
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}
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bool persist(BasePersistenceManager *persistMgr) {
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persistMgr->transferCharPtr(TMEMBER(_eventName));
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persistMgr->transferSint32(TMEMBER(_frame));
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return true;
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}
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};
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AnimationSet(BaseGame *inGame, XModel *model);
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virtual ~AnimationSet();
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bool findBones(FrameNode *rootFrame);
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bool addAnimation(Animation *anim);
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bool addEvent(AnimationEvent *event);
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bool update(int slot, uint32 localTime, float lerpValue);
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bool onFrameChanged(int currentFrame, int prevFrame);
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int getFrameTime();
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uint32 getTotalTime();
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bool _looping;
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bool persist(BasePersistenceManager *persistMgr);
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protected:
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BaseArray<Animation *> _animations;
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BaseArray<AnimationEvent *> _events;
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int _frameTime;
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uint32 _totalTime;
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XModel *_model;
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};
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} // namespace Wintermute
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#endif
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