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scummvm-cursorfix/engines/grim/emi/costume/emianim_component.h
2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef GRIM_EMI_ANIM_COMPONENT_H
#define GRIM_EMI_ANIM_COMPONENT_H
#include "engines/grim/costume/component.h"
// This is mostly stubbed for testing the animation loading at the moment.
namespace Grim {
class AnimationStateEmi;
class EMIAnimComponent : public Component {
public:
EMIAnimComponent(Component *parent, int parentID, const char *filename, Component *prevComponent, tag32 tag);
~EMIAnimComponent();
void init() override;
void setKey(int) override;
int update(uint time) override;
void reset() override ;
void fade(Animation::FadeMode mode, int fadeLength) override ;
void advance(uint msecs) override ;
void setPaused(bool paused) override;
void draw() override;
void saveState(SaveGame *state) override;
void restoreState(SaveGame *state) override;
private:
AnimationStateEmi *_animState;
};
} // end of namespace Grim
#endif