/* 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