/*
* 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;
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