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+/*
+ * The Mana Client
+ * Copyright (C) 2004-2009 The Mana World Development Team
+ * Copyright (C) 2009-2010 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 <http://www.gnu.org/licenses/>.
+ */
+
+#ifndef SIMPLEANIMAION_H
+#define SIMPLEANIMAION_H
+
+#include "utils/xml.h"
+
+class Animation;
+class Frame;
+class Graphics;
+class Image;
+
+/**
+ * This class is a leightweight alternative to the AnimatedSprite class.
+ * It hosts a looping animation without actions and directions.
+ */
+class SimpleAnimation
+{
+ public:
+ /**
+ * Creates a simple animation with an already created \a animation.
+ * Takes ownership over the given animation.
+ */
+ SimpleAnimation(Animation *animation);
+
+ /**
+ * Creates a simple animation that creates its animation from XML Data.
+ */
+ SimpleAnimation(xmlNodePtr animationNode);
+
+ ~SimpleAnimation();
+
+ void setFrame(int frame);
+
+ int getLength() const;
+
+ void update(int timePassed);
+
+ bool draw(Graphics *graphics, int posX, int posY) const;
+
+ /**
+ * Resets the animation.
+ */
+ void reset();
+
+ Image *getCurrentImage() const;
+
+ private:
+ void initializeAnimation(xmlNodePtr animationNode);
+
+ /** 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. */
+ Frame *mCurrentFrame;
+
+ /** Tell whether the animation is ready */
+ bool mInitialized;
+};
+
+#endif