/* * 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 #include #include #include "graphics.h" class Image; class Spriteset; struct AnimationPhase { int image; unsigned int delay; int offsetX; int offsetY; }; class Animation { public: Animation(); void addPhase(int image, unsigned int delay, int offsetX, int offsetY); void update(unsigned int time); int getCurrentPhase(); int getOffsetX() { return (*iCurrentPhase).offsetX; }; int getOffsetY() { return (*iCurrentPhase).offsetY; }; int getLength(); protected: std::list mAnimationPhases; std::list::iterator iCurrentPhase; unsigned int mTime; }; class Action { public: Action(); ~Action(); void setImageset(std::string imageset) { mImageset = imageset; } std::string getImageset() { return mImageset; } void setAnimation(std::string direction, Animation *animation); Animation *getAnimation(std::string direction); // { return mAnimations[direction]; } protected: std::string mImageset; typedef std::map Animations; typedef Animations::iterator AnimationIterator; Animations mAnimations; }; /** * Defines a class to load an animation. */ class AnimatedSprite { public: /** * Constructor. */ AnimatedSprite(std::string animationFile, int variant); /** * Destructor. */ ~AnimatedSprite(); /** * Sets a new action using the current direction. */ void play(std::string action); /** * Plays an action in a specified time. */ void play(std::string action, int time); /** * Inform the animation of the passed time so that it can output the * correct animation phase. */ void update(int time); /** * Draw the current animation phase at the coordinates given in screen * pixels */ bool draw(Graphics * graphics, Sint32 posX, Sint32 posY); /** * Draw the current animation phase. */ Image *getCurrentFrame(); /** * gets the width in pixels of the current animation phase. */ int getWidth(); /** * gets the height in pixels of the current animation phase. */ int getHeight(); /** * Sets the direction. */ void setDirection(std::string direction) { mDirection = direction; } protected: /** * When there are no animations defined for the action "complete", its * animations become a copy of those of the action "with". */ void substituteAction(std::string complete, std::string with); typedef std::map Spritesets; typedef Spritesets::iterator SpritesetIterator; Spritesets mSpritesets; typedef std::map Actions; Actions mActions; std::string mAction, mDirection; int mLastTime; float mSpeed; }; #endif