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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2016 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/>.
*/
#include "resources/action.h"
#include "resources/animation/animation.h"
#include "utils/dtor.h"
#include "debug.h"
Action::Action() noexcept :
mAnimations(),
mNumber(100)
{
}
Action::~Action()
{
delete_all(mAnimations);
}
const Animation *Action::getAnimation(SpriteDirection::Type direction)
const noexcept
{
Animations::const_iterator i = mAnimations.find(direction);
if (i == mAnimations.end())
{
if (direction == SpriteDirection::UPLEFT
|| direction == SpriteDirection::UPRIGHT)
{
direction = SpriteDirection::UP;
}
else if (direction == SpriteDirection::DOWNLEFT
|| direction == SpriteDirection::DOWNRIGHT)
{
direction = SpriteDirection::DOWN;
}
i = mAnimations.find(direction);
// When the given direction is not available, return the first one.
// (either DEFAULT, or more usually DOWN).
if (i == mAnimations.end())
i = mAnimations.begin();
}
return (i == mAnimations.end()) ? nullptr : i->second;
}
void Action::setAnimation(const SpriteDirection::Type direction,
Animation *const animation) noexcept
{
mAnimations[direction] = animation;
}
void Action::setLastFrameDelay(const int delay) noexcept
{
FOR_EACH (AnimationIter, it, mAnimations)
{
Animation *const animation = (*it).second;
if (!animation)
continue;
animation->setLastFrameDelay(delay);
}
}
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