/* 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 .
*
*/
#include "common/textconsole.h"
#include "engines/grim/costume.h"
#include "engines/grim/debug.h"
#include "engines/grim/model.h"
#include "engines/grim/material.h"
#include "engines/grim/savegame.h"
#include "engines/grim/costume/material_component.h"
#include "engines/grim/costume/model_component.h"
namespace Grim {
MaterialComponent::MaterialComponent(Component *p, int parentID, const char *filename, tag32 t) :
Component(p, parentID, filename, t) {
Debug::debug(Debug::Costumes, "Constructing MaterialComponent %s", filename);
}
void MaterialComponent::init() {
_mat = nullptr;
if (_parent->isComponentType('M','M','D','L') ||
_parent->isComponentType('M','O','D','L')) {
ModelComponent *p = static_cast(_parent);
Model *model = p->getModel();
if (model) {
for (int i = 0; i < model->_numMaterials; ++i) {
if (_name.compareToIgnoreCase(model->_materials[i]->getFilename()) == 0) {
_mat = model->_materials[i];
return;
}
}
}
} else {
warning("Parent of a MaterialComponent not a ModelComponent. %s %s", _name.c_str(), _cost->getFilename().c_str());
}
}
void MaterialComponent::setKey(int val) {
_mat->setActiveTexture(val);
}
void MaterialComponent::reset() {
_mat->setActiveTexture(0);
}
void MaterialComponent::resetColormap() {
init();
}
void MaterialComponent::saveState(SaveGame *state) {
state->writeLESint32(_mat->getActiveTexture());
}
void MaterialComponent::restoreState(SaveGame *state) {
_mat->setActiveTexture(state->readLESint32());
}
} // end of namespace Grim