/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_ANIMATION_STATE_H #define HPL_ANIMATION_STATE_H #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/system/SystemTypes.h" #include "hpl1/engine/game/SaveGame.h" namespace hpl { class cAnimation; class cAnimationManager; //--------------------------------------------- class cSaveData_cAnimationState : public iSaveData { kSaveData_ClassInit(cAnimationState) public : tString msName; tString msAnimationName; float mfDefaultSpeed; // Not needed later float mfLength; float mfWeight; float mfSpeed; float mfTimePos; float mfBaseSpeed; bool mbActive; bool mbLoop; bool mbPaused; float mfFadeStep; float mfSpecialEventTime; virtual iSaveObject *CreateSaveObject(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame); virtual int GetSaveCreatePrio(); }; //--------------------------------------------- class cAnimationEvent { public: float mfTime; eAnimationEventType mType; tString msValue; }; //--------------------------------------------- class cAnimationState : public iSaveObject { typedef iSaveObject super; public: cAnimationState(cAnimation *apAnimation, const tString &asName, cAnimationManager *apAnimationManager); ~cAnimationState(); const char *GetName() { return msName.c_str(); } void Update(float afTimeStep); bool IsFading(); /** * If the animation has reached the end. */ bool IsOver(); void FadeIn(float afTime); void FadeOut(float afTime); void SetLength(float afLength); float GetLength(); void SetWeight(float afWeight); float GetWeight(); void SetSpeed(float afSpeed); float GetSpeed(); void SetBaseSpeed(float afSpeed); float GetBaseSpeed(); void SetTimePosition(float afPosition); float GetTimePosition(); float GetPreviousTimePosition(); /** * Set the relative position. 0 = start, 1 = end * \param afPosition */ void SetRelativeTimePosition(float afPosition); /** * Get the relative position. 0 = start, 1 = end */ float GetRelativeTimePosition(); bool IsActive(); void SetActive(bool abActive); bool IsLooping(); void SetLoop(bool abLoop); bool IsPaused(); void SetPaused(bool abPaused); void SetSpecialEventTime(float afT) { mfSpecialEventTime = afT; } float GetSpecialEventTime() { return mfSpecialEventTime; } bool IsAfterSpecialEvent(); bool IsBeforeSpecialEvent(); void AddTimePosition(float afAdd); cAnimation *GetAnimation(); cAnimationEvent *CreateEvent(); cAnimationEvent *GetEvent(int alIdx); int GetEventNum(); float GetFadeStep() { return mfFadeStep; } void SetFadeStep(float afX) { mfFadeStep = afX; } // SaveObject implementation virtual iSaveData *CreateSaveData(); virtual void SaveToSaveData(iSaveData *apSaveData); virtual void LoadFromSaveData(iSaveData *apSaveData); virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame); private: tString msName; cAnimationManager *mpAnimationManager; cAnimation *mpAnimation; Common::Array mvEvents; // Properties of the animation float mfLength; float mfWeight; float mfSpeed; float mfTimePos; float mfPrevTimePos; float mfBaseSpeed; float mfSpecialEventTime; bool mbActive; bool mbLoop; bool mbPaused; // properties for update float mfFadeStep; }; } // namespace hpl #endif // HPL_ANIMATION_STATE_H