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layer.cpp

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00001 /* ResidualVM - A 3D game interpreter
00002  *
00003  * ResidualVM is the legal property of its developers, whose names
00004  * are too numerous to list here. Please refer to the COPYRIGHT
00005  * file distributed with this source distribution.
00006  *
00007  * This program is free software; you can redistribute it and/or
00008  * modify it under the terms of the GNU General Public License
00009  * as published by the Free Software Foundation; either version 2
00010  * of the License, or (at your option) any later version.
00011  *
00012  * This program is distributed in the hope that it will be useful,
00013  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00014  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00015  * GNU General Public License for more details.
00016  *
00017  * You should have received a copy of the GNU General Public License
00018  * along with this program; if not, write to the Free Software
00019  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00020  *
00021  */
00022 
00023 #include "common/str.h"
00024 
00025 #include "engines/grim/emi/layer.h"
00026 
00027 #include "engines/grim/bitmap.h"
00028 
00029 namespace Grim {
00030 
00031 Layer::Layer() : _filename(""), _sortOrder(0), _frame(0), _bitmap(nullptr) {
00032 }
00033 
00034 Layer::Layer(const Common::String &filename, int sortOrder) : _filename(filename), _sortOrder(sortOrder), _frame(0) {
00035     _bitmap = Bitmap::create(filename);
00036 }
00037 
00038 Layer::~Layer() {
00039     delete _bitmap;
00040 }
00041 
00042 void Layer::draw() {
00043     _bitmap->drawLayer(_frame);
00044 }
00045 
00046 void Layer::setFrame(int frame) {
00047     int numframes = _bitmap->getNumLayers();
00048     if (frame >= numframes || frame < 0) {
00049         warning("Layer::setFrame: invalid frame number: %d, numLayers: %d", frame, numframes);
00050         return;
00051     }
00052     _frame = frame;
00053 }
00054 
00055 void Layer::setSortOrder(int order) {
00056     _sortOrder = order;
00057 }
00058 
00059 void Layer::advanceFrame(int num) {
00060     _frame += num;
00061     int numframes = _bitmap->getNumLayers();
00062     _frame %= numframes;
00063 }
00064 
00065 void Layer::saveState(SaveGame *state) {
00066     if (_bitmap) {
00067         state->writeBool(true);
00068         state->writeString(_bitmap->getFilename());
00069     } else {
00070         state->writeBool(false);
00071     }
00072     state->writeLESint32(_frame);
00073     state->writeLESint32(_sortOrder);
00074 }
00075 
00076 void Layer::restoreState(SaveGame *state) {
00077     bool hasBitmap = state->readBool();
00078     if (hasBitmap)
00079         _bitmap = Bitmap::create(state->readString());
00080     _frame = state->readLESint32();
00081     _sortOrder = state->readLESint32();
00082 }
00083 }


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