/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2012 The Mana Developers * * This file is part of The Mana Client. * * 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 * 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, see . */ #ifndef ANIMATEDSPRITE_H #define ANIMATEDSPRITE_H #include "sprite.h" #include class Animation; struct Frame; /** * Animates a sprite by adding playback state. */ class AnimatedSprite final : public Sprite { public: /** * Constructor. * @param sprite the sprite to animate */ AnimatedSprite(SpriteDef *sprite); /** * An helper function, which will request the sprite to animate * from the resource manager. * * @param filename the file of the sprite to animate * @param variant the sprite variant */ static AnimatedSprite *load(const std::string &filename, int variant = 0); ~AnimatedSprite() override; bool reset() override; bool play(const std::string &action) override; bool update(int time) override; bool draw(Graphics *graphics, int posX, int posY) const override; int getWidth() const override; int getHeight() const override; int getOffsetX() const override; int getOffsetY() const override; const Image *getImage() const override; bool setDirection(SpriteDirection direction) override; virtual bool drawnWhenBehind() const { return true; } int getDuration() const override; private: bool updateCurrentAnimation(int dt); SpriteDirection mDirection = DIRECTION_DOWN; /**< The sprite direction. */ int mFrameIndex = 0; /**< The index of the current frame. */ int mFrameTime = 0; /**< The time since start of frame. */ ResourceRef mSprite; /**< The sprite definition. */ Action *mAction = nullptr; /**< The currently active action. */ Animation *mAnimation = nullptr; /**< The currently active animation. */ Frame *mFrame = nullptr; /**< The currently active frame. */ }; #endif