/* 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_ANIMATION_CHANNEL_H #define WINTERMUTE_ANIMATION_CHANNEL_H #include "engines/wintermute/base/base.h" #include "engines/wintermute/base/gfx/xactive_animation.h" #include "engines/wintermute/base/gfx/xanimation_set.h" namespace Wintermute { class AnimationChannel : public BaseClass { public: AnimationChannel(BaseGame *inGame, XModel *model); virtual ~AnimationChannel(); bool playAnim(AnimationSet *animSet, uint32 transitionTime = 0, uint32 stopTransitionTime = 0); bool stopAnim(uint32 transitionTime); bool update(bool debug); bool isPlaying(); char *getName(); bool persist(BasePersistenceManager *persistMgr); bool unloadAnim(AnimationSet *animSet); private: XModel *_model; ActiveAnimation *_anim[2]; bool _transitioning; uint32 _transitionStart; uint32 _transtitionTime; uint32 _stopTransitionTime; }; } // namespace Wintermute #endif