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