/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#ifndef _TMW_ANIMATION_H
#define _TMW_ANIMATION_H
#include <list>
#include <map>
#include <libxml/tree.h>
class Image;
class Spriteset;
/**
* A single frame in an animation, with a delay and an offset.
*/
struct AnimationPhase
{
int image;
unsigned int delay;
int offsetX;
int offsetY;
};
/**
* An animation consists of several frames, each with their own delay and
* offset.
*/
class Animation
{
public:
/**
* Constructor.
*/
Animation();
/**
* Restarts the animation from the first frame.
*/
void
reset();
/**
* Appends a new animation at the end of the sequence
*/
void
addPhase(int image, unsigned int delay, int offsetX, int offsetY);
/**
* Appends an animation terminator that states that the animation
* should not loop
*/
void
addTerminator();
/**
* Updates animation phase.
* true indicates a still running animation while false indicates a
* finished animation
*/
bool
update(unsigned int time);
int
getCurrentPhase() const;
/**
* Returns the x offset of the current frame.
*/
int
getOffsetX() const { return iCurrentPhase->offsetX; };
/**
* Returns the y offset of the current frame.
*/
int
getOffsetY() const { return iCurrentPhase->offsetY; };
/**
* Returns the length of this animation.
*/
int
getLength();
protected:
static bool isTerminator(AnimationPhase);
std::list<AnimationPhase> mAnimationPhases;
std::list<AnimationPhase>::iterator iCurrentPhase;
unsigned int mTime;
};
/**
* An action consists of several animations, one for each direction.
*/
class Action
{
public:
/**
* Constructor.
*/
Action();
/**
* Destructor.
*/
~Action();
/**
* Sets the spriteset used by this action.
*/
void
setSpriteset(Spriteset *spriteset) { mSpriteset = spriteset; }
/**
* Returns the spriteset used by this action.
*/
Spriteset*
getSpriteset() const { return mSpriteset; }
void
setAnimation(int direction, Animation *animation);
/**
* Resets all animations associated with this action.
*/
void
reset();
Animation*
getAnimation(int direction) const;
protected:
Spriteset *mSpriteset;
typedef std::map<int, Animation*> Animations;
typedef Animations::iterator AnimationIterator;
Animations mAnimations;
};
#endif