4 * Created on: Aug 11, 2012
8 #ifndef GRAPHICS_ANIMATION_H_
9 #define GRAPHICS_ANIMATION_H_
12 #include "../app/Application.h"
13 #include "../app/State.h"
14 #include "../app/Timer.h"
15 #include "../loader/fwd.h"
16 #include "../geometry/Vector.h"
27 : sprite(0), frameTime(0), repeat(false) { }
28 Animation(const Sprite *sprite, int frameTime, bool repeat = false)
29 : sprite(sprite), frameTime(frameTime), repeat(repeat) { }
30 virtual ~Animation() { };
33 const Sprite *GetSprite() const { return sprite; }
34 int FrameTime() const { return frameTime; }
35 bool Repeat() const { return repeat; }
38 void SetSprite(const Sprite *s) { sprite = s; }
39 void SetFrameTime(int t) { frameTime = t; }
40 void SetRepeat(bool r) { repeat = r; }
43 virtual int NumFrames() const = 0;
44 virtual int Col(int frame) const = 0;
45 virtual int Row(int frame) const = 0;
46 virtual geometry::Vector<int> Offset(int frame) const { return geometry::Vector<int>(); }
49 static void AddFields(loader::TypeDescription &, const Animation &, std::ptrdiff_t offset, int boolId, int numberId, int spriteId);
59 class AnimationRunner {
62 explicit AnimationRunner(const Animation *a = 0, int colOffset = 0, int rowOffset = 0)
63 : animation(a), sprite(0), frameShift(0), colOffset(colOffset), rowOffset(rowOffset) { }
66 bool Valid() const { return animation; }
67 void Clear() { animation = 0; timer = app::Timer<Uint32>(); }
69 void Start(app::State &ctrl) {
70 timer = ctrl.GraphicsTimers().StartInterval(animation->FrameTime());
72 void Start(app::Application &ctrl) {
73 timer = ctrl.GlobalTimers().StartInterval(animation->FrameTime());
76 timer = app::Timer<Uint32>();
78 bool Started() const {
79 return timer.Started();
81 bool Running() const {
82 return timer.Running() && (animation->Repeat() || timer.Iteration() < animation->NumFrames());
84 bool Finished() const {
85 return Started() && !Running();
87 bool JustFinished() const {
88 return timer.JustHit() && timer.Iteration() == animation->NumFrames();
91 const app::Timer<Uint32> &GetTimer() { return timer; }
93 void SetFrameShift(int offset) { frameShift = offset; }
94 int FrameShift() const { return frameShift; }
95 void SetColOffset(int offset) { colOffset = offset; }
96 int ColOffset() const { return colOffset; }
97 void SetRowOffset(int offset) { rowOffset = offset; }
98 int RowOffset() const { return rowOffset; }
100 void ChangeAnimation(const Animation *a) { animation = a; }
101 const Animation *GetAnimation() const { return animation; }
103 void ChangeSprite(const Sprite *s) { sprite = s; }
104 const Sprite *GetSprite() const { return sprite ? sprite : animation->GetSprite(); }
106 void Draw(SDL_Surface *dest, geometry::Vector<int> position) const {
107 GetSprite()->Draw(dest, position + animation->Offset(Frame()), animation->Col(Frame()) + ColOffset(), animation->Row(Frame()) + RowOffset());
109 void DrawTopRight(SDL_Surface *dest, geometry::Vector<int> position) const {
110 geometry::Vector<int> offset(-GetSprite()->Width(), 0);
111 Draw(dest, position + offset);
113 void DrawCenter(SDL_Surface *dest, geometry::Vector<int> position) const {
114 Draw(dest, position - (GetSprite()->Size() / 2));
116 void DrawCenterBottom(SDL_Surface *dest, geometry::Vector<int> position) const {
117 geometry::Vector<int> offset(-GetSprite()->Width() / 2, -GetSprite()->Height());
118 Draw(dest, position + offset);
121 int Frame() const { return Running() ? ((timer.Iteration() + frameShift) % animation->NumFrames()) : 0; }
124 const Animation *animation;
125 const graphics::Sprite *sprite;
126 app::Timer<Uint32> timer;
135 #endif /* GRAPHICS_SIMPLEANIMATION_H_ */