1 #include "ComplexAnimation.h"
3 #include "../loader/Interpreter.h"
4 #include "../loader/TypeDescription.h"
7 using loader::FieldDescription;
8 using loader::Interpreter;
9 using loader::TypeDescription;
13 ComplexAnimation::ComplexAnimation()
19 ComplexAnimation::ComplexAnimation(
23 : Animation(sprite, frameTime, repeat)
30 int ComplexAnimation::NumFrames() const {
34 int ComplexAnimation::Col(int frame) const {
35 return frames[frame].col;
38 int ComplexAnimation::Row(int frame) const {
39 return frames[frame].row;
42 Vector<int> ComplexAnimation::Offset(int frame) const {
43 return frames[frame].disposition;
47 void ComplexAnimation::CreateTypeDescription() {
51 TypeDescription &td(TypeDescription::Create(TYPE_ID, "ComplexAnimation"));
52 td.SetDescription("Complex animation type that supports per-frame disposition and non-linear sprite offset selection.");
53 td.SetConstructor(&Construct);
54 td.SetSize(sizeof(ComplexAnimation));
55 td.AddSupertype(Animation::TYPE_ID, ((char *)a) - ((char *)&ca));
57 Animation::AddFields(td, ca, ((char *)a) - ((char *)&ca));
58 td.AddField("frames", FieldDescription(((char *)&ca.frames) - ((char *)&ca), FrameProp::TYPE_ID).SetAggregate().SetDescription("a variable number of frames"));
63 TypeDescription &ftd(TypeDescription::Create(FrameProp::TYPE_ID, "ComplexAnimationFrame"));
64 ftd.SetDescription("Information about how a frame of a complex animation should be rendered.");
65 ftd.SetSize(sizeof(FrameProp));
67 ftd.AddField("column", FieldDescription(((char *)&fp.col) - ((char *)&fp), Interpreter::NUMBER_ID).SetDescription("the column of the sprite that will be drawn"));
68 ftd.AddField("row", FieldDescription(((char *)&fp.row) - ((char *)&fp), Interpreter::NUMBER_ID).SetDescription("the row of the sprite that will be drawn"));
69 ftd.AddField("disposition", FieldDescription(((char *)&fp.disposition) - ((char *)&fp), Interpreter::VECTOR_ID).SetDescription("offset from the original drawing position"));
72 void ComplexAnimation::Construct(void *data) {
73 new (data) ComplexAnimation;