/* 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 . * */ #ifndef STARK_RESOURCES_ANIM_HIERARCHY_H #define STARK_RESOURCES_ANIM_HIERARCHY_H #include "common/str.h" #include "engines/stark/resources/object.h" #include "engines/stark/resourcereference.h" namespace Stark { class Visual; namespace Formats { class XRCReadStream; } namespace Resources { class Anim; class BonesMesh; class ItemVisual; class TextureSet; /** * An animation hierarchy is a container resource referencing the available * animations for an item. * * This resource keeps track of the currently selected animation. */ class AnimHierarchy : public Object { public: static const Type::ResourceType TYPE = Type::kAnimHierarchy; AnimHierarchy(Object *parent, byte subType, uint16 index, const Common::String &name); ~AnimHierarchy() override; // Resource API void readData(Formats::XRCReadStream *stream) override; void onAllLoaded() override; /** Set and apply the current animation kind for an item */ void setItemAnim(ItemVisual *item, int32 activity); /** Unselect the current animation and remove it from an item */ void unselectItemAnim(ItemVisual *item); /** Apply the current animation to an item */ void selectItemAnim(ItemVisual *item); /** Obtain the currently selected animation */ Anim *getCurrentAnim(); /** Retrieve the first bone mesh from the anim hierarchy children, if any */ BonesMesh *findBonesMesh(); /** * Retrieve the first texture of the appropriate type from the anim * hierarchy children, if any */ TextureSet *findTextureSet(uint32 textureType); Visual *getVisualForUsage(uint32 usage); /** Randomize an idle action animation */ Anim *getIdleActionAnim() const; protected: void loadActivityAnimations(); void loadIdleAnimations(); Anim *getAnimForActivity(uint32 activity); void printData() override; Common::Array _animationReferences; Common::Array _activityAnimations; Common::Array _idleAnimations; ResourceReference _parentAnimHierarchyReference; float _field_5C; uint32 _currentActivity; Anim *_currentAnim; uint32 _idleActionsFrequencySum; }; } // End of namespace Resources } // End of namespace Stark #endif // STARK_RESOURCES_ANIM_HIERARCHY_H