/* 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 . * */ #ifndef GRIM_EMI_ANIM_COMPONENT_H #define GRIM_EMI_ANIM_COMPONENT_H #include "engines/grim/costume/component.h" // This is mostly stubbed for testing the animation loading at the moment. namespace Grim { class AnimationStateEmi; class EMIAnimComponent : public Component { public: EMIAnimComponent(Component *parent, int parentID, const char *filename, Component *prevComponent, tag32 tag); ~EMIAnimComponent(); void init() override; void setKey(int) override; int update(uint time) override; void reset() override ; void fade(Animation::FadeMode mode, int fadeLength) override ; void advance(uint msecs) override ; void setPaused(bool paused) override; void draw() override; void saveState(SaveGame *state) override; void restoreState(SaveGame *state) override; private: AnimationStateEmi *_animState; }; } // end of namespace Grim #endif