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

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1.9 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
*/
#ifndef WINTERMUTE_ANIMATION_CHANNEL_H
#define WINTERMUTE_ANIMATION_CHANNEL_H
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/base/gfx/xactive_animation.h"
#include "engines/wintermute/base/gfx/xanimation_set.h"
namespace Wintermute {
class AnimationChannel : public BaseClass {
public:
AnimationChannel(BaseGame *inGame, XModel *model);
virtual ~AnimationChannel();
bool playAnim(AnimationSet *animSet, uint32 transitionTime = 0, uint32 stopTransitionTime = 0);
bool stopAnim(uint32 transitionTime);
bool update(bool debug);
bool isPlaying();
char *getName();
bool persist(BasePersistenceManager *persistMgr);
bool unloadAnim(AnimationSet *animSet);
private:
XModel *_model;
ActiveAnimation *_anim[2];
bool _transitioning;
uint32 _transitionStart;
uint32 _transtitionTime;
uint32 _stopTransitionTime;
};
} // namespace Wintermute
#endif