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

194 lines
5.3 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_set.h"
#include "engines/wintermute/base/gfx/xmodel.h"
#include "engines/wintermute/dcgf.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
AnimationSet::AnimationSet(BaseGame *inGame, XModel *model) : BaseNamedObject(inGame) {
_frameTime = -1;
_totalTime = 0;
_looping = false;
_model = model;
}
//////////////////////////////////////////////////////////////////////////
AnimationSet::~AnimationSet() {
// remove child animations
for (int32 i = 0; i < _animations.getSize(); i++) {
delete _animations[i];
}
_animations.removeAll();
// remove events
for (int32 i = 0; i < _events.getSize(); i++) {
delete _events[i];
}
_events.removeAll();
}
//////////////////////////////////////////////////////////////////////////
bool AnimationSet::findBones(FrameNode *rootFrame) {
for (int32 i = 0; i < _animations.getSize(); i++) {
_animations[i]->findBone(rootFrame);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool AnimationSet::addAnimation(Animation *anim) {
if (!anim) {
return false;
} else {
_animations.add(anim);
return true;
}
}
//////////////////////////////////////////////////////////////////////////
bool AnimationSet::addEvent(AnimationEvent *event) {
if (!event) {
return false;
} else {
int frameTime = getFrameTime();
if (frameTime < 0) {
_game->LOG(0, "Error adding animation event %s, no keyframes found", event->_eventName);
SAFE_DELETE(event);
return false;
}
int totalFrames = 0;
if (frameTime > 0)
totalFrames = getTotalTime() / frameTime + 1;
if (event->_frame < 1)
event->_frame = 1;
if (event->_frame > totalFrames)
event->_frame = totalFrames;
_events.add(event);
return true;
}
}
//////////////////////////////////////////////////////////////////////////
bool AnimationSet::update(int slot, uint32 localTime, float lerpValue) {
bool res;
for (int32 i = 0; i < _animations.getSize(); i++) {
res = _animations[i]->update(slot, localTime * ((float)_model->_ticksPerSecond / 1000.0f), lerpValue);
if (!res) {
return res;
}
}
return true;
}
//////////////////////////////////////////////////////////////////////////
int AnimationSet::getFrameTime() {
if (_frameTime >= 0) {
return _frameTime;
}
_frameTime = 0;
for (int32 i = 0; i < _animations.getSize(); i++) {
int frameTime = _animations[i]->getFrameTime();
if (_frameTime == 0) {
_frameTime = frameTime / ((float)_model->_ticksPerSecond / 1000.0f);
} else if (frameTime > 0) {
_frameTime = MIN(float(_frameTime), frameTime / ((float)_model->_ticksPerSecond / 1000.0f));
}
}
return _frameTime;
}
//////////////////////////////////////////////////////////////////////////
uint32 AnimationSet::getTotalTime() {
if (_totalTime > 0) {
return _totalTime;
}
_totalTime = 0;
for (int32 i = 0; i < _animations.getSize(); i++) {
_totalTime = MAX((float)_totalTime, _animations[i]->getTotalTime() / ((float)_model->_ticksPerSecond / 1000.0f));
}
return _totalTime;
}
//////////////////////////////////////////////////////////////////////////
bool AnimationSet::onFrameChanged(int currentFrame, int prevFrame) {
if (!_model || !_model->_owner) {
return true;
}
if (prevFrame > currentFrame) {
for (int32 i = 0; i < _events.getSize(); i++) {
if (_events[i]->_frame > prevFrame) {
_model->_owner->applyEvent(_events[i]->_eventName);
}
}
prevFrame = -1;
}
for (int32 i = 0; i < _events.getSize(); i++) {
if (_events[i]->_frame > prevFrame && _events[i]->_frame <= currentFrame) {
_model->_owner->applyEvent(_events[i]->_eventName);
}
}
return true;
}
//////////////////////////////////////////////////////////////////////////
bool AnimationSet::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferBool(TMEMBER(_looping));
// persist events
int32 numEvents;
if (persistMgr->getIsSaving()) {
numEvents = _events.getSize();
}
persistMgr->transferSint32(TMEMBER(numEvents));
for (int i = 0; i < numEvents; i++) {
if (persistMgr->getIsSaving()) {
_events[i]->persist(persistMgr);
} else {
AnimationEvent *rvent = new AnimationEvent();
rvent->persist(persistMgr);
_events.add(rvent);
}
}
return true;
}
} // namespace Wintermute