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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) 2011-2015 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 RESOURCES_ANIMATION_SIMPLEANIMATION_H
#define RESOURCES_ANIMATION_SIMPLEANIMATION_H
#include "utils/xml.h"
#include "localconsts.h"
class Animation;
class Graphics;
class Image;
class ImageSet;
struct Frame;
/**
* This class is a leightweight alternative to the AnimatedSprite class.
* It hosts a looping animation without actions and directions.
*/
class SimpleAnimation final
{
public:
/**
* Creates a simple animation with an already created \a animation.
* Takes ownership over the given animation.
*/
explicit SimpleAnimation(Animation *const animation);
/**
* Creates a simple animation that creates its animation from XML Data.
*/
SimpleAnimation(const XmlNodePtr animationNode,
const std::string& dyePalettes);
A_DELETE_COPY(SimpleAnimation)
~SimpleAnimation();
void setFrame(int frame);
int getLength() const A_WARN_UNUSED;
bool update(const int timePassed);
void draw(Graphics *const graphics,
const int posX, const int posY) const A_NONNULL(2);
/**
* Resets the animation.
*/
void reset();
Image *getCurrentImage() const A_WARN_UNUSED;
private:
void initializeAnimation(const 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. */
const Frame *mCurrentFrame;
/** Tell whether the animation is ready */
bool mInitialized;
ImageSet *mImageSet;
};
#endif // RESOURCES_ANIMATION_SIMPLEANIMATION_H
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