/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2012 The ManaPlus Developers * * This file is part of The ManaPlus 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 <http://www.gnu.org/licenses/>. */ #ifndef SIMPLEANIMAION_H #define SIMPLEANIMAION_H #include "utils/xml.h" class Animation; class Graphics; class Image; struct Frame; /** * This class is a leightweight alternative to the AnimatedSprite class. * It hosts a looping animation without actions and directions. */ class SimpleAnimation { public: /** * Creates a simple animation with an already created \a animation. * Takes ownership over the given animation. */ SimpleAnimation(Animation *animation); /** * Creates a simple animation that creates its animation from XML Data. */ SimpleAnimation(XmlNodePtr animationNode, const std::string& dyePalettes = std::string()); ~SimpleAnimation(); void setFrame(int frame); int getLength() const; bool update(int timePassed); bool draw(Graphics *graphics, int posX, int posY) const; /** * Resets the animation. */ void reset(); Image *getCurrentImage() const; private: void initializeAnimation(XmlNodePtr animationNode, const std::string& dyePalettes = std::string()); /** The hosted animation. */ Animation *mAnimation; /** Time in game ticks the current frame is shown. */ int mAnimationTime; /** Index of current animation phase. */ int mAnimationPhase; /** Current animation phase. */ Frame *mCurrentFrame; /** Tell whether the animation is ready */ bool mInitialized; }; #endif