119 lines
2.8 KiB
C++
119 lines
2.8 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 code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#ifndef SWORD25_ANIMATIONRESOURCE_H
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#define SWORD25_ANIMATIONRESOURCE_H
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#include "common/formats/xmlparser.h"
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#include "sword25/kernel/common.h"
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#include "sword25/kernel/resource.h"
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#include "sword25/gfx/animationdescription.h"
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#include "sword25/gfx/animation.h"
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namespace Sword25 {
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class Kernel;
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class PackageManager;
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class AnimationResource : public Resource, public AnimationDescription, public Common::XMLParser {
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public:
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AnimationResource(const Common::String &filename);
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~AnimationResource() override;
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const Frame &getFrame(uint index) const override {
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return _frames[index];
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}
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uint getFrameCount() const override {
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return _frames.size();
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}
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void unlock() override {
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release();
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}
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Animation::ANIMATION_TYPES getAnimationType() const {
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return _animationType;
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}
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int getFPS() const {
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return _FPS;
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}
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int getMillisPerFrame() const {
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return _millisPerFrame;
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}
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bool isScalingAllowed() const {
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return _scalingAllowed;
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}
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bool isAlphaAllowed() const {
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return _alphaAllowed;
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}
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bool isColorModulationAllowed() const {
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return _colorModulationAllowed;
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}
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bool isValid() const {
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return _valid;
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}
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private:
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bool _valid;
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Common::Array<Frame> _frames;
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PackageManager *_pPackage;
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bool computeFeatures();
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bool precacheAllFrames() const;
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// Parser
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CUSTOM_XML_PARSER(AnimationResource) {
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XML_KEY(animation)
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XML_PROP(fps, true)
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XML_PROP(type, true)
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XML_KEY(frame)
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XML_PROP(file, true)
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XML_PROP(hotspotx, true)
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XML_PROP(hotspoty, true)
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XML_PROP(fliph, false)
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XML_PROP(flipv, false)
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KEY_END()
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KEY_END()
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} PARSER_END()
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bool parseBooleanKey(Common::String s, bool &result);
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// Parser callback methods
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bool parserCallback_animation(ParserNode *node);
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bool parserCallback_frame(ParserNode *node);
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};
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} // End of namespace Sword25
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#endif
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