/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 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 .
*/
#include "animatedsprite.h"
#include "graphics.h"
#include "resources/action.h"
#include "resources/animation.h"
#include "resources/image.h"
#include "resources/resourcemanager.h"
#include
AnimatedSprite::AnimatedSprite(SpriteDef *sprite):
mSprite(sprite)
{
assert(mSprite);
// Take possession of the sprite
mSprite->incRef();
// Play the stand animation by default
play(SpriteAction::STAND);
}
AnimatedSprite *AnimatedSprite::load(const std::string &filename, int variant)
{
ResourceManager *resman = ResourceManager::getInstance();
SpriteDef *s = resman->getSprite(filename, variant);
if (!s)
return nullptr;
auto *as = new AnimatedSprite(s);
s->decRef();
return as;
}
AnimatedSprite::~AnimatedSprite()
{
mSprite->decRef();
}
bool AnimatedSprite::reset()
{
bool ret = mFrameIndex !=0 || mFrameTime != 0 || mLastTime != 0;
mFrameIndex = 0;
mFrameTime = 0;
mLastTime = 0;
return ret;
}
bool AnimatedSprite::play(const std::string &spriteAction)
{
Action *action = mSprite->getAction(spriteAction);
if (!action)
return false;
mAction = action;
Animation *animation = mAction->getAnimation(mDirection);
if (animation && animation != mAnimation && animation->getLength() > 0)
{
mAnimation = animation;
mFrame = mAnimation->getFrame(0);
reset();
return true;
}
return false;
}
bool AnimatedSprite::update(int time)
{
// Avoid freaking out at first frame or when tick_time overflows
if (time < mLastTime || mLastTime == 0)
mLastTime = time;
// If not enough time has passed yet, do nothing
if (time <= mLastTime || !mAnimation)
return false;
unsigned int dt = time - mLastTime;
mLastTime = time;
Animation *animation = mAnimation;
Frame *frame = mFrame;
if (!updateCurrentAnimation(dt))
{
// Animation finished, reset to default
play(SpriteAction::STAND);
}
// Make sure something actually changed
return animation != mAnimation || frame != mFrame;
}
bool AnimatedSprite::updateCurrentAnimation(unsigned int time)
{
if (!mFrame || Animation::isTerminator(*mFrame))
return false;
mFrameTime += time;
while (mFrameTime > mFrame->delay && mFrame->delay > 0)
{
mFrameTime -= mFrame->delay;
mFrameIndex++;
if (mFrameIndex == mAnimation->getLength())
mFrameIndex = 0;
mFrame = mAnimation->getFrame(mFrameIndex);
if (Animation::isTerminator(*mFrame))
{
mAnimation = nullptr;
mFrame = nullptr;
return false;
}
}
return true;
}
bool AnimatedSprite::draw(Graphics *graphics, int posX, int posY) const
{
if (!mFrame)
return false;
if (!mFrame->image)
return false;
if (mFrame->image->getAlpha() != mAlpha)
mFrame->image->setAlpha(mAlpha);
return graphics->drawImage(mFrame->image,
posX + mFrame->offsetX,
posY + mFrame->offsetY);
}
bool AnimatedSprite::setDirection(SpriteDirection direction)
{
if (mDirection != direction)
{
mDirection = direction;
if (!mAction)
return false;
Animation *animation = mAction->getAnimation(mDirection);
if (animation && animation != mAnimation && animation->getLength() > 0)
{
mAnimation = animation;
mFrame = mAnimation->getFrame(0);
reset();
}
return true;
}
return false;
}
int AnimatedSprite::getDuration() const
{
if (mAnimation)
return mAnimation->getDuration();
return 0;
}
int AnimatedSprite::getWidth() const
{
if (mFrame && mFrame->image)
return mFrame->image->getWidth();
return 0;
}
int AnimatedSprite::getHeight() const
{
if (mFrame && mFrame->image)
return mFrame->image->getHeight();
return 0;
}
int AnimatedSprite::getOffsetX() const
{
return mFrame ? mFrame->offsetX : 0;
}
int AnimatedSprite::getOffsetY() const
{
return mFrame ? mFrame->offsetY : 0;
}
const Image *AnimatedSprite::getImage() const
{
return mFrame ? mFrame->image : nullptr;
}