/* * 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; }