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2026-02-02 04:50:13 +01:00

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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_SET_H
#define WINTERMUTE_ANIMATION_SET_H
#include "engines/wintermute/base/base_named_object.h"
#include "engines/wintermute/base/gfx/xanimation.h"
#include "engines/wintermute/base/gfx/xframe_node.h"
#include "engines/wintermute/utils/utils.h"
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/persistent.h"
namespace Wintermute {
class XModel;
class AnimationSet : public BaseNamedObject {
public:
//////////////////////////////////////////////////////////////////////////
class AnimationEvent {
public:
char *_eventName;
int32 _frame;
AnimationEvent() {
_eventName = nullptr;
_frame = -1;
}
AnimationEvent(char *name, int frame) {
_eventName = nullptr;
BaseUtils::setString(&_eventName, name);
_frame = frame;
}
virtual ~AnimationEvent() {
if (_eventName) {
delete[] _eventName;
}
}
bool persist(BasePersistenceManager *persistMgr) {
persistMgr->transferCharPtr(TMEMBER(_eventName));
persistMgr->transferSint32(TMEMBER(_frame));
return true;
}
};
AnimationSet(BaseGame *inGame, XModel *model);
virtual ~AnimationSet();
bool findBones(FrameNode *rootFrame);
bool addAnimation(Animation *anim);
bool addEvent(AnimationEvent *event);
bool update(int slot, uint32 localTime, float lerpValue);
bool onFrameChanged(int currentFrame, int prevFrame);
int getFrameTime();
uint32 getTotalTime();
bool _looping;
bool persist(BasePersistenceManager *persistMgr);
protected:
BaseArray<Animation *> _animations;
BaseArray<AnimationEvent *> _events;
int _frameTime;
uint32 _totalTime;
XModel *_model;
};
} // namespace Wintermute
#endif