/* 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 file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #ifndef WINTERMUTE_ACTIVE_ANIMATION_H #define WINTERMUTE_ACTIVE_ANIMATION_H #include "engines/wintermute/base/base.h" #include "engines/wintermute/base/gfx/xanimation_set.h" namespace Wintermute { class BasePersistenceManager; class ActiveAnimation : public BaseClass { public: ActiveAnimation(BaseGame *inGame, XModel *model); virtual ~ActiveAnimation(); bool start(AnimationSet *animation, bool looping = false); bool update(int slot = 0, bool prevFrameOnly = false, float lerpValue = 0.0f, bool forceStartFrame = false); bool resetStartTime(); bool persist(BasePersistenceManager *persistMgr); bool setLooping(bool looping); char *getName(); AnimationSet *getAnimSet() { return _animation; }; bool isLooping() { return _looping; }; bool isFinished() { return _finished; }; private: XModel *_model; int32 _currentFrame; uint32 _startTime; bool _looping; bool _finished; uint32 _lastLocalTime; AnimationSet *_animation; }; } // namespace Wintermute #endif