/* 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/emi/costume/emianim_component.h" #include "engines/grim/emi/costume/emiskel_component.h" #include "engines/grim/resource.h" #include "engines/grim/costume.h" #include "engines/grim/emi/costumeemi.h" #include "engines/grim/emi/modelemi.h" #include "engines/grim/emi/skeleton.h" #include "engines/grim/emi/animationemi.h" namespace Grim { EMIAnimComponent::EMIAnimComponent(Component *p, int parentID, const char *filename, Component *prevComponent, tag32 t) : Component(p, parentID, filename, t), _animState(nullptr) { } EMIAnimComponent::~EMIAnimComponent() { delete _animState; } void EMIAnimComponent::init() { _visible = true; _animState = new AnimationStateEmi(_name); } int EMIAnimComponent::update(uint time) { EMISkelComponent *skel = ((EMICostume *)_cost)->_emiSkel; if (skel) { _animState->setSkeleton(skel->_obj); _animState->update(time); } return 0; } void EMIAnimComponent::setKey(int f) { switch (f) { case 0: // Stop _animState->stop(); break; case 1: // Play _animState->play(); break; case 2: // Pause _animState->setPaused(true); break; case 3: // Loop _animState->setLooping(true); _animState->play(); break; case 4: // No loop _animState->setLooping(false); break; case 5: // Fade in 1 _animState->fade(Animation::FadeIn, 1000); break; case 6: // Fade in 3/4 _animState->fade(Animation::FadeIn, 750); break; case 7: // Fade in 1/2 _animState->fade(Animation::FadeIn, 500); break; case 8: // Fade in 1/4 _animState->fade(Animation::FadeIn, 250); break; case 9: // Fade in 1/8 _animState->fade(Animation::FadeIn, 125); break; case 10: // Fade out 1 _animState->fade(Animation::FadeOut, 1000); break; case 11: // Fade out 3/4 _animState->fade(Animation::FadeOut, 750); break; case 12: // Fade out 1/2 _animState->fade(Animation::FadeOut, 500); break; case 13: // Fade out 1/4 _animState->fade(Animation::FadeOut, 250); break; case 14: // Fade out 1/8 _animState->fade(Animation::FadeOut, 125); break; default: Debug::warning(Debug::Costumes, "Unknown key %d for component %s", f, _name.c_str()); break; } } void EMIAnimComponent::reset() { _visible = true; _animState->stop(); } void EMIAnimComponent::fade(Animation::FadeMode mode, int fadeLength) { _animState->fade(mode, fadeLength); } void EMIAnimComponent::advance(uint msecs) { _animState->advance(msecs); } void EMIAnimComponent::setPaused(bool paused) { _animState->setPaused(paused); } void EMIAnimComponent::draw() { } void EMIAnimComponent::saveState(SaveGame *state) { _animState->saveState(state); } void EMIAnimComponent::restoreState(SaveGame *state) { _animState->restoreState(state); } } // end of namespace Grim