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

113 lines
3.2 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/savegame.h"
#include "engines/grim/model.h"
#include "engines/grim/sprite.h"
#include "engines/grim/material.h"
#include "engines/grim/resource.h"
#include "engines/grim/costume/mesh_component.h"
#include "engines/grim/costume/model_component.h"
#include "engines/grim/costume/sprite_component.h"
namespace Grim {
SpriteComponent::SpriteComponent(Component *p, int parentID, const char *filename, tag32 t) :
Component(p, parentID, filename, t), _sprite(nullptr) {
}
SpriteComponent::~SpriteComponent() {
if (_sprite) {
if (_parent) {
MeshComponent *mc = static_cast<MeshComponent *>(_parent);
if (mc) {
if (mc->getParent()->isComponentType('M','M','D','L') ||
mc->getParent()->isComponentType('M','O','D','L')) {
ModelComponent *mdlc = static_cast<ModelComponent *>(mc->getParent());
if (mdlc->getHierarchy())
mc->getNode()->removeSprite(_sprite);
}
}
}
delete _sprite->_material;
delete _sprite;
}
}
void SpriteComponent::init() {
const char *comma = strchr(_name.c_str(), ',');
Common::String name(_name.c_str(), comma);
if (_sprite) {
if (_parent) {
MeshComponent *mc = static_cast<MeshComponent *>(_parent);
mc->getNode()->removeSprite(_sprite);
}
delete _sprite;
_sprite = nullptr;
}
if (comma) {
_sprite = new Sprite();
_sprite->loadGrim(name, comma, getCMap());
if (_parent) {
if (_parent->isComponentType('M','E','S','H')) {
MeshComponent *mc = static_cast<MeshComponent *>(_parent);
mc->getNode()->addSprite(_sprite);
} else
Debug::warning(Debug::Costumes, "Parent of sprite %s wasn't a mesh", _name.c_str());
}
}
}
void SpriteComponent::setKey(int val) {
if (!_sprite)
return;
if (val == 0) {
_sprite->_visible = false;
} else {
_sprite->_visible = true;
_sprite->_material->setActiveTexture(val - 1);
}
}
void SpriteComponent::reset() {
if (_sprite)
_sprite->_visible = false;
}
void SpriteComponent::saveState(SaveGame *state) {
state->writeBool(_sprite->_visible);
state->writeLESint32(_sprite->_material->getActiveTexture());
}
void SpriteComponent::restoreState(SaveGame *state) {
_sprite->_visible = state->readBool();
_sprite->_material->setActiveTexture(state->readLESint32());
}
} // end of namespace Grim