scummvm/engines/grim/costume/keyframe_component.cpp
2014-05-30 17:43:08 -07:00

135 lines
3.6 KiB
C++

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