127 lines
3.4 KiB
C++
127 lines
3.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MEDIASTATION_SPRITE_H
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#define MEDIASTATION_SPRITE_H
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#include "common/rect.h"
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#include "common/array.h"
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#include "common/ptr.h"
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#include "mediastation/actor.h"
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#include "mediastation/datafile.h"
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#include "mediastation/bitmap.h"
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#include "mediastation/mediascript/scriptvalue.h"
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#include "mediastation/mediascript/scriptconstants.h"
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namespace MediaStation {
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struct SpriteClip {
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uint id = 0;
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uint firstFrameIndex = 0;
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uint lastFrameIndex = 0;
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};
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class SpriteFrameHeader : public BitmapHeader {
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public:
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SpriteFrameHeader(Chunk &chunk);
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uint _index;
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Common::Point _offset;
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};
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class SpriteFrame : public Bitmap {
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public:
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SpriteFrame(Chunk &chunk, SpriteFrameHeader *header);
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virtual ~SpriteFrame() override;
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uint32 left();
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uint32 top();
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Common::Point topLeft();
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Common::Rect boundingBox();
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uint32 index();
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private:
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SpriteFrameHeader *_bitmapHeader = nullptr;
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};
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// The original had a separate class that did reference counting,
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// for sharing an asset across actors, but we can just use a SharedPtr.
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struct SpriteAsset {
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~SpriteAsset();
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Common::Array<SpriteFrame *> frames;
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};
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// Sprites are somewhat like movies, but they strictly show one frame at a time
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// and don't have sound. They are intended for background/recurrent animations.
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class SpriteMovieActor : public SpatialEntity, public ChannelClient {
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public:
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SpriteMovieActor() : SpatialEntity(kActorTypeSprite) {};
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~SpriteMovieActor();
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virtual void process() override;
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virtual void draw(DisplayContext &displayContext) override;
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virtual void readParameter(Chunk &chunk, ActorHeaderSectionType paramType) override;
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virtual ScriptValue callMethod(BuiltInMethod methodId, Common::Array<ScriptValue> &args) override;
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virtual bool isVisible() const override { return _isVisible; }
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virtual void readChunk(Chunk &chunk) override;
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private:
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static const uint DEFAULT_CLIP_ID = 1200;
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uint _loadType = 0;
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uint _frameRate = 0;
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uint _frameCount = 0;
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uint _actorReference = 0;
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Common::HashMap<uint, SpriteClip> _clips;
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Common::SharedPtr<SpriteAsset> _asset;
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bool _isPlaying = false;
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uint _currentFrameIndex = 0;
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uint _nextFrameTime = 0;
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SpriteClip _activeClip;
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void play();
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void stop();
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void setCurrentClip(uint clipId);
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bool activateNextFrame();
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bool activatePreviousFrame();
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void dirtyIfVisible();
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void setCurrentFrameToInitial();
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void setCurrentFrameToFinal();
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void scheduleNextFrame();
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void scheduleNextTimerEvent();
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void postMovieEndEventIfNecessary();
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void setVisibility(bool visibility);
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void updateFrameState();
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void timerEvent();
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};
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} // End of namespace MediaStation
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#endif
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