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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 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;
void 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
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