/* 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 "engines/grim/debug.h" #include "engines/grim/savegame.h" #include "engines/grim/model.h" #include "engines/grim/sprite.h" #include "engines/grim/material.h" #include "engines/grim/resource.h" #include "engines/grim/costume/mesh_component.h" #include "engines/grim/costume/model_component.h" #include "engines/grim/costume/sprite_component.h" namespace Grim { SpriteComponent::SpriteComponent(Component *p, int parentID, const char *filename, tag32 t) : Component(p, parentID, filename, t), _sprite(nullptr) { } SpriteComponent::~SpriteComponent() { if (_sprite) { if (_parent) { MeshComponent *mc = static_cast(_parent); if (mc) { if (mc->getParent()->isComponentType('M','M','D','L') || mc->getParent()->isComponentType('M','O','D','L')) { ModelComponent *mdlc = static_cast(mc->getParent()); if (mdlc->getHierarchy()) mc->getNode()->removeSprite(_sprite); } } } delete _sprite->_material; delete _sprite; } } void SpriteComponent::init() { const char *comma = strchr(_name.c_str(), ','); Common::String name(_name.c_str(), comma); if (_sprite) { if (_parent) { MeshComponent *mc = static_cast(_parent); mc->getNode()->removeSprite(_sprite); } delete _sprite; _sprite = nullptr; } if (comma) { _sprite = new Sprite(); _sprite->loadGrim(name, comma, getCMap()); if (_parent) { if (_parent->isComponentType('M','E','S','H')) { MeshComponent *mc = static_cast(_parent); mc->getNode()->addSprite(_sprite); } else Debug::warning(Debug::Costumes, "Parent of sprite %s wasn't a mesh", _name.c_str()); } } } void SpriteComponent::setKey(int val) { if (!_sprite) return; if (val == 0) { _sprite->_visible = false; } else { _sprite->_visible = true; _sprite->_material->setActiveTexture(val - 1); } } void SpriteComponent::reset() { if (_sprite) _sprite->_visible = false; } void SpriteComponent::saveState(SaveGame *state) { state->writeBool(_sprite->_visible); state->writeLESint32(_sprite->_material->getActiveTexture()); } void SpriteComponent::restoreState(SaveGame *state) { _sprite->_visible = state->readBool(); _sprite->_material->setActiveTexture(state->readLESint32()); } } // end of namespace Grim