/* * 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 . */ #ifndef ANIMATEDSPRITE_H #define ANIMATEDSPRITE_H #include "sprite.h" #include #include 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(std::string action); bool update(int time); bool draw(Graphics* graphics, int posX, int posY) const; int getWidth() const; int getHeight() const; int getOffsetX() const; int getOffsetY() const; const Image* getImage() const; bool setDirection(SpriteDirection direction); int getNumberOfLayers() { return 1; } virtual bool drawnWhenBehind() const { return true; } int getDuration() const; 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