/* 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 . * */ /* * 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_ANIMATIONDESCRIPTION_H #define SWORD25_ANIMATIONDESCRIPTION_H #include "sword25/kernel/common.h" #include "sword25/kernel/persistable.h" #include "sword25/gfx/animation.h" namespace Sword25 { class AnimationDescription : public Persistable { protected: AnimationDescription() : _animationType(Animation::AT_LOOP), _FPS(10), _millisPerFrame(0), _scalingAllowed(true), _alphaAllowed(true), _colorModulationAllowed(true) {} public: struct Frame { // Die Hotspot-Angabe bezieht sich auf das ungeflippte Bild!! int32 hotspotX; int32 hotspotY; bool flipV; bool flipH; Common::String fileName; Common::String action; }; virtual const Frame &getFrame(uint index) const = 0; virtual uint getFrameCount() const = 0; virtual void unlock() = 0; 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 persist(OutputPersistenceBlock &writer) override; bool unpersist(InputPersistenceBlock &reader) override; protected: Animation::ANIMATION_TYPES _animationType; int32 _FPS; int32 _millisPerFrame; bool _scalingAllowed; bool _alphaAllowed; bool _colorModulationAllowed; }; } // End of namespace Sword25 #endif