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scummvm-cursorfix/engines/wintermute/base/gfx/xactive_animation.cpp
2026-02-02 04:50:13 +01:00

173 lines
4.7 KiB
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/>.
*
*/
/*
* This file is based on WME.
* http://dead-code.org/redir.php?target=wme
* Copyright (c) 2003-2013 Jan Nedoma and contributors
*/
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/gfx/xactive_animation.h"
#include "engines/wintermute/base/gfx/xmodel.h"
#include "engines/wintermute/dcgf.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
ActiveAnimation::ActiveAnimation(BaseGame *inGame, XModel *model) : BaseClass(inGame) {
_model = model;
_animation = nullptr;
_looping = false;
_finished = true;
_startTime = 0;
_lastLocalTime = 0;
_currentFrame = -1;
}
//////////////////////////////////////////////////////////////////////////
ActiveAnimation::~ActiveAnimation() {
_animation = nullptr; // ref only
_model = nullptr; // ref only
}
//////////////////////////////////////////////////////////////////////////
bool ActiveAnimation::start(AnimationSet *animation, bool looping) {
_animation = animation;
_startTime = _game->_currentTime;
_looping = looping;
_finished = false;
_currentFrame = -1;
return true;
}
//////////////////////////////////////////////////////////////////////////
bool ActiveAnimation::resetStartTime() {
_startTime = _game->_currentTime;
return true;
}
//////////////////////////////////////////////////////////////////////////
bool ActiveAnimation::update(int slot, bool prevFrameOnly, float lerpValue, bool forceStartFrame) {
// PrevFrameOnly means: don't update, just use the last pose, since
// we're transitioning from it to another animation
if (!_animation) {
return false;
}
uint32 localTime = 0;
//_game->LOG(0, "%s %d %d %f %d", _animation->_name, slot, prevFrameOnly, lerpValue, forceStartFrame);
if (prevFrameOnly) {
localTime = _lastLocalTime;
} else {
if (!_finished) {
localTime = _game->_currentTime - _startTime;
if (localTime > _animation->getTotalTime()) {
if (_looping) {
if (_animation->getTotalTime() == 0) {
localTime = 0;
} else {
localTime %= _animation->getTotalTime();
}
} else {
_finished = true;
}
}
}
}
if (_finished) {
localTime = _animation->getTotalTime();
// prevent corner case
if (localTime != 0)
localTime--;
}
_lastLocalTime = localTime;
if (forceStartFrame) {
localTime = 0;
}
// handle events
int frame = 0;
if (_animation->getFrameTime() > 0) {
frame = localTime / _animation->getFrameTime() + 1;
}
if (frame != _currentFrame) {
// don't trigger events when transitioning
if (!prevFrameOnly) {
_animation->onFrameChanged(frame, _currentFrame);
}
_currentFrame = frame;
}
//_game->LOG(0, "%s %d %f", _animation->_name, localTime, lerpValue);
return _animation->update(slot, localTime, lerpValue);
}
//////////////////////////////////////////////////////////////////////////
char *ActiveAnimation::getName() {
if (_animation) {
return _animation->_name;
} else {
return nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
bool ActiveAnimation::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferSint32(TMEMBER(_currentFrame));
persistMgr->transferUint32(TMEMBER(_startTime));
persistMgr->transferBool(TMEMBER(_looping));
persistMgr->transferBool(TMEMBER(_finished));
persistMgr->transferUint32(TMEMBER(_lastLocalTime));
if (persistMgr->getIsSaving()) {
persistMgr->transferCharPtr(TMEMBER(_animation->_name));
} else {
char *animName;
persistMgr->transferCharPtr(TMEMBER(animName));
if (animName) {
_animation = _model->getAnimationSetByName(animName);
} else {
_animation = nullptr;
}
SAFE_DELETE_ARRAY(animName);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool ActiveAnimation::setLooping(bool looping) {
_looping = looping;
return true;
}
} // namespace Wintermute