77 lines
2.0 KiB
C++
77 lines
2.0 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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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#ifndef WINTERMUTE_ACTIVE_ANIMATION_H
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#define WINTERMUTE_ACTIVE_ANIMATION_H
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#include "engines/wintermute/base/base.h"
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#include "engines/wintermute/base/gfx/xanimation_set.h"
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namespace Wintermute {
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class BasePersistenceManager;
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class ActiveAnimation : public BaseClass {
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public:
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ActiveAnimation(BaseGame *inGame, XModel *model);
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virtual ~ActiveAnimation();
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bool start(AnimationSet *animation, bool looping = false);
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bool update(int slot = 0, bool prevFrameOnly = false, float lerpValue = 0.0f, bool forceStartFrame = false);
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bool resetStartTime();
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bool persist(BasePersistenceManager *persistMgr);
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bool setLooping(bool looping);
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char *getName();
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AnimationSet *getAnimSet() {
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return _animation;
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};
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bool isLooping() {
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return _looping;
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};
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bool isFinished() {
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return _finished;
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};
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private:
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XModel *_model;
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int32 _currentFrame;
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uint32 _startTime;
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bool _looping;
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bool _finished;
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uint32 _lastLocalTime;
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AnimationSet *_animation;
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};
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} // namespace Wintermute
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#endif
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