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/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ANIMATEDSPRITE_H
#define ANIMATEDSPRITE_H
#include "sprite.h"
#include <map>
#include <string>
class Animation;
struct Frame;
/**
* Animates a sprite by adding playback state.
*/
class AnimatedSprite : 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);
virtual ~AnimatedSprite();
bool reset();
bool play(SpriteAction action);
bool update(int time);
bool draw(Graphics* graphics, int posX, int posY) const;
int getWidth() const;
int getHeight() const;
const Image* getImage() const;
bool setDirection(SpriteDirection direction);
int getNumberOfLayers()
{ return 1; }
private:
bool updateCurrentAnimation(unsigned int dt);
SpriteDirection mDirection; /**< The sprite direction. */
int mLastTime; /**< The last time update was called. */
int mFrameIndex; /**< The index of the current frame. */
int mFrameTime; /**< The time since start of frame. */
SpriteDef *mSprite; /**< The sprite definition. */
Action *mAction; /**< The currently active action. */
Animation *mAnimation; /**< The currently active animation. */
Frame *mFrame; /**< The currently active frame. */
};
#endif
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