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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 MEDIASTATION_SPRITE_H
#define MEDIASTATION_SPRITE_H
#include "common/rect.h"
#include "common/array.h"
#include "common/ptr.h"
#include "mediastation/actor.h"
#include "mediastation/datafile.h"
#include "mediastation/bitmap.h"
#include "mediastation/mediascript/scriptvalue.h"
#include "mediastation/mediascript/scriptconstants.h"
namespace MediaStation {
struct SpriteClip {
uint id = 0;
uint firstFrameIndex = 0;
uint lastFrameIndex = 0;
};
class SpriteFrameHeader : public BitmapHeader {
public:
SpriteFrameHeader(Chunk &chunk);
uint _index;
Common::Point _offset;
};
class SpriteFrame : public Bitmap {
public:
SpriteFrame(Chunk &chunk, SpriteFrameHeader *header);
virtual ~SpriteFrame() override;
uint32 left();
uint32 top();
Common::Point topLeft();
Common::Rect boundingBox();
uint32 index();
private:
SpriteFrameHeader *_bitmapHeader = nullptr;
};
// The original had a separate class that did reference counting,
// for sharing an asset across actors, but we can just use a SharedPtr.
struct SpriteAsset {
~SpriteAsset();
Common::Array<SpriteFrame *> frames;
};
// Sprites are somewhat like movies, but they strictly show one frame at a time
// and don't have sound. They are intended for background/recurrent animations.
class SpriteMovieActor : public SpatialEntity, public ChannelClient {
public:
SpriteMovieActor() : SpatialEntity(kActorTypeSprite) {};
~SpriteMovieActor();
virtual void process() override;
virtual void draw(DisplayContext &displayContext) override;
virtual void readParameter(Chunk &chunk, ActorHeaderSectionType paramType) override;
virtual ScriptValue callMethod(BuiltInMethod methodId, Common::Array<ScriptValue> &args) override;
virtual bool isVisible() const override { return _isVisible; }
virtual void readChunk(Chunk &chunk) override;
private:
static const uint DEFAULT_CLIP_ID = 1200;
uint _loadType = 0;
uint _frameRate = 0;
uint _frameCount = 0;
uint _actorReference = 0;
Common::HashMap<uint, SpriteClip> _clips;
Common::SharedPtr<SpriteAsset> _asset;
bool _isPlaying = false;
uint _currentFrameIndex = 0;
uint _nextFrameTime = 0;
SpriteClip _activeClip;
void play();
void stop();
void setCurrentClip(uint clipId);
bool activateNextFrame();
bool activatePreviousFrame();
void dirtyIfVisible();
void setCurrentFrameToInitial();
void setCurrentFrameToFinal();
void scheduleNextFrame();
void scheduleNextTimerEvent();
void postMovieEndEventIfNecessary();
void setVisibility(bool visibility);
void updateFrameState();
void timerEvent();
};
} // End of namespace MediaStation
#endif