1 /* ResidualVM - A 3D game interpreter
2  *
3  * ResidualVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.	 See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 /*
24  * This file is based on WME.
25  * http://dead-code.org/redir.php?target=wme
26  * Copyright (c) 2003-2013 Jan Nedoma and contributors
27  */
28 
29 #ifndef WINTERMUTE_ANIMATION_CHANNEL_H
30 #define WINTERMUTE_ANIMATION_CHANNEL_H
31 
32 #include "engines/wintermute/base/base.h"
33 #include "engines/wintermute/base/gfx/x/active_animation.h"
34 #include "engines/wintermute/base/gfx/x/animation_set.h"
35 
36 namespace Wintermute {
37 
38 class AnimationChannel : public BaseClass {
39 public:
40 	AnimationChannel(BaseGame *inGame, ModelX *model);
41 	virtual ~AnimationChannel();
42 
43 	bool playAnim(AnimationSet *animSet, uint32 transitionTime = 0, uint32 stopTransitionTime = 0);
44 	bool stopAnim(uint32 transitionTime);
45 
46 	bool update(bool debug);
47 
48 	bool isPlaying();
49 	char *getName();
50 
51 	bool persist(BasePersistenceManager *persistMgr);
52 	bool unloadAnim(AnimationSet *animSet);
53 
54 private:
55 	ModelX *_model;
56 	ActiveAnimation *_anim[2];
57 	bool _transitioning;
58 	uint32 _transitionStart;
59 	uint32 _transtitionTime;
60 	uint32 _stopTransitionTime;
61 };
62 
63 } // namespace Wintermute
64 
65 #endif
66