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

222 lines
5.6 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/xanimation_channel.h"
#include "engines/wintermute/dcgf.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
AnimationChannel::AnimationChannel(BaseGame *inGame, XModel *model) : BaseClass(inGame) {
_anim[0] = _anim[1] = nullptr;
_transitioning = false;
_transitionStart = _transtitionTime = 0,
_stopTransitionTime = 0;
_model = model;
}
//////////////////////////////////////////////////////////////////////////
AnimationChannel::~AnimationChannel() {
SAFE_DELETE(_anim[0]);
SAFE_DELETE(_anim[1]);
_model = nullptr; // ref only
}
//////////////////////////////////////////////////////////////////////////
bool AnimationChannel::playAnim(AnimationSet *animSet, uint32 transitionTime, uint32 stopTransitionTime) {
_stopTransitionTime = stopTransitionTime;
ActiveAnimation *anim = nullptr;
if (animSet != nullptr) {
anim = new ActiveAnimation(_game, _model);
anim->start(animSet, animSet->_looping);
}
if (transitionTime == 0) {
SAFE_DELETE(_anim[0]);
SAFE_DELETE(_anim[1]);
_anim[0] = anim;
_transitioning = false;
} else {
SAFE_DELETE(_anim[1]);
if (_anim[0]) {
_anim[1] = anim;
_transitioning = (anim != nullptr);
_transtitionTime = transitionTime;
_transitionStart = _game->_currentTime;
} else {
_anim[0] = anim;
SAFE_DELETE(_anim[1]);
_transitioning = false;
}
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool AnimationChannel::stopAnim(uint32 transitionTime) {
if (transitionTime == 0 || !_anim[0]) {
_transitioning = false;
SAFE_DELETE(_anim[0]);
SAFE_DELETE(_anim[1]);
} else {
SAFE_DELETE(_anim[1]);
if (_anim[0]) {
_anim[0]->setLooping(false);
}
_transitioning = true;
_transtitionTime = transitionTime;
_transitionStart = _game->_currentTime;
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool AnimationChannel::update(bool debug) {
if (_transitioning) {
uint32 delta = _game->_currentTime - _transitionStart;
if (delta >= _transtitionTime) {
_transitioning = false;
// shift second animation to first slot and update it
SAFE_DELETE(_anim[0]);
_anim[0] = _anim[1];
_anim[1] = nullptr;
if (_anim[0]) {
// we have to reset the start time because we wasted some on transitioning
_anim[0]->resetStartTime();
return _anim[0]->update();
}
} else {
float lerpValue = float(_game->_currentTime - _transitionStart) / float(_transtitionTime);
if (_anim[0]) {
_anim[0]->update(0, true, lerpValue);
}
if (_anim[1]) {
_anim[1]->update(1, true);
} else {
// disabled in WME 1.8.7, was causing glitches
//m_Anim[0]->Update(1, true, 0, true);
}
return true;
}
} else {
if (_anim[0]) {
//return m_Anim[0]->Update();
_anim[0]->update();
if (_anim[0]->isFinished()) {
stopAnim(_stopTransitionTime);
}
return true;
}
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool AnimationChannel::isPlaying() {
if (_anim[1] && !_anim[1]->isFinished()) {
return true;
} else if (_anim[0] && !_anim[0]->isFinished()) {
return true;
}
return false;
}
//////////////////////////////////////////////////////////////////////////
char *AnimationChannel::getName() {
if (_anim[1]) {
return _anim[1]->getName();
} else if (_anim[0]) {
return _anim[0]->getName();
} else {
return nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
bool AnimationChannel::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferBool(TMEMBER(_transitioning));
persistMgr->transferUint32(TMEMBER(_transitionStart));
persistMgr->transferUint32(TMEMBER(_transtitionTime));
persistMgr->transferUint32(TMEMBER(_stopTransitionTime));
for (int i = 0; i < 2; i++) {
bool animExists = false;
if (persistMgr->getIsSaving()) {
animExists = (_anim[i] != nullptr);
}
persistMgr->transferBool(TMEMBER(animExists));
if (!persistMgr->getIsSaving()) {
if (animExists)
_anim[i] = new ActiveAnimation(_game, _model);
else
_anim[i] = nullptr;
}
if (_anim[i]) {
_anim[i]->persist(persistMgr);
}
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool AnimationChannel::unloadAnim(AnimationSet *animSet) {
if (_anim[0] && _anim[0]->getAnimSet() == animSet) {
SAFE_DELETE(_anim[0]);
}
if (_anim[1] && _anim[1]->getAnimSet() == animSet) {
SAFE_DELETE(_anim[1]);
}
return true;
}
} // namespace Wintermute