2010-07-29 19:53:02 +00:00
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// -----------------------------------------------------------------------------
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// This file is part of Broken Sword 2.5
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// Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsd<73>rfer
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//
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// Broken Sword 2.5 is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Broken Sword 2.5 is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Broken Sword 2.5; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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2010-07-30 09:02:39 +00:00
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/gfx/animationdescription.h"
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2010-07-29 19:53:02 +00:00
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// -----------------------------------------------------------------------------
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// Persistenz
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// -----------------------------------------------------------------------------
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bool BS_AnimationDescription::Persist(BS_OutputPersistenceBlock & Writer)
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{
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Writer.Write(static_cast<unsigned int>(m_AnimationType));
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Writer.Write(m_FPS);
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Writer.Write(m_MillisPerFrame);
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Writer.Write(m_ScalingAllowed);
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Writer.Write(m_AlphaAllowed);
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Writer.Write(m_ColorModulationAllowed);
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return true;
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}
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// -----------------------------------------------------------------------------
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bool BS_AnimationDescription::Unpersist(BS_InputPersistenceBlock & Reader)
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{
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unsigned int AnimationType;
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Reader.Read(AnimationType);
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m_AnimationType = static_cast<BS_Animation::ANIMATION_TYPES>(AnimationType);
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Reader.Read(m_FPS);
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Reader.Read(m_MillisPerFrame);
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Reader.Read(m_ScalingAllowed);
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Reader.Read(m_AlphaAllowed);
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Reader.Read(m_ColorModulationAllowed);
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return Reader.IsGood();
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}
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