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135 lines
3.6 KiB
C++
135 lines
3.6 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/grim/debug.h"
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#include "engines/grim/costume/keyframe_component.h"
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#include "engines/grim/costume/model_component.h"
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namespace Grim {
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KeyframeComponent::KeyframeComponent(Component *p, int parentID, const char *filename, tag32 t) :
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Component(p, parentID, filename, t), _priority1(1), _priority2(5), _anim(nullptr) {
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const char *comma = strchr(filename, ',');
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if (comma) {
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_name = Common::String(filename, comma);
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sscanf(comma + 1, "%d,%d", &_priority1, &_priority2);
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}
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}
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KeyframeComponent::~KeyframeComponent() {
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delete _anim;
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}
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void KeyframeComponent::fade(Animation::FadeMode fadeMode, int fadeLength) {
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_anim->fade(fadeMode, fadeLength);
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}
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void KeyframeComponent::setKey(int val) {
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switch (val) {
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case 0: // "Play Once"
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_anim->play(Animation::Once);
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break;
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case 1: // "Play Looping"
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_anim->play(Animation::Looping);
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break;
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case 2: // "Play and Endpause"
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_anim->play(Animation::PauseAtEnd);
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break;
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case 3: // "Play and Endfade"
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_anim->play(Animation::FadeAtEnd);
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break;
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case 4: // "Stop"
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reset();
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break;
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case 5: // "Pause"
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_anim->pause(true);
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break;
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case 6: // "Unpause"
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_anim->pause(false);
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break;
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case 7: // "1.0 Fade in"
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fade(Animation::FadeIn, 1000);
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_anim->activate();
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break;
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case 8: // "0.5 Fade in"
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fade(Animation::FadeIn, 500);
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_anim->activate();
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break;
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case 9: // "0.25 Fade in"
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fade(Animation::FadeIn, 250);
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_anim->activate();
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break;
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case 10: // "0.125 Fade in"
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fade(Animation::FadeIn, 125);
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_anim->activate();
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break;
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case 11: // "1.0 Fade out"
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fade(Animation::FadeOut, 1000);
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break;
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case 12: // "0.5 Fade out
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fade(Animation::FadeOut, 500);
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break;
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case 13: // "0.25 Fade out"
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fade(Animation::FadeOut, 250);
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break;
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case 14: // "0.125 Fade out"
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fade(Animation::FadeOut, 125);
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break;
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default:
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Debug::warning(Debug::Costumes, "Unknown key %d for component %s", val, _name.c_str());
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}
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}
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void KeyframeComponent::reset() {
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if (_anim->getFadeMode() != Animation::FadeOut) {
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_anim->stop();
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}
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}
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int KeyframeComponent::update(uint time) {
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if (!_anim->getIsActive())
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return 0;
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return _anim->update((int)time);
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}
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void KeyframeComponent::init() {
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if (_parent->isComponentType('M','M','D','L') ||
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_parent->isComponentType('M','O','D','L')) {
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ModelComponent *mc = static_cast<ModelComponent *>(_parent);
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_anim = new Animation(_name, mc->getAnimManager(), _priority1, _priority2);
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} else {
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Debug::warning(Debug::Costumes, "Parent of %s was not a model", _name.c_str());
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_anim = nullptr;
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}
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}
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void KeyframeComponent::saveState(SaveGame *state) {
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_anim->saveState(state);
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}
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void KeyframeComponent::restoreState(SaveGame *state) {
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_anim->restoreState(state);
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}
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} // end of namespace Grim
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