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)
29 ComplexAnimation::ComplexAnimation(loader::noinit_t n)
35 int ComplexAnimation::NumFrames() const {
39 int ComplexAnimation::Col(int frame) const {
40 return frames[frame].col;
43 int ComplexAnimation::Row(int frame) const {
44 return frames[frame].row;
47 Vector<int> ComplexAnimation::Offset(int frame) const {
48 return frames[frame].disposition;
52 void ComplexAnimation::CreateTypeDescription() {
56 TypeDescription &td(TypeDescription::Create(TYPE_ID, "ComplexAnimation"));
57 td.SetDescription("Complex animation type that supports per-frame disposition and non-linear sprite offset selection.");
58 td.SetConstructor(&Construct);
59 td.SetInitializer(&Initialize);
60 td.SetSize(sizeof(ComplexAnimation));
61 td.AddSupertype(Animation::TYPE_ID, ((char *)a) - ((char *)&ca));
63 Animation::AddFields(td, ca, ((char *)a) - ((char *)&ca));
64 td.AddField("frames", FieldDescription(((char *)&ca.frames) - ((char *)&ca), FrameProp::TYPE_ID).SetAggregate().SetDescription("a variable number of frames"));
69 TypeDescription &ftd(TypeDescription::Create(FrameProp::TYPE_ID, "ComplexAnimationFrame"));
70 ftd.SetDescription("Information about how a frame of a complex animation should be rendered.");
71 ftd.SetSize(sizeof(FrameProp));
73 ftd.AddField("column", FieldDescription(((char *)&fp.col) - ((char *)&fp), Interpreter::NUMBER_ID).SetDescription("the column of the sprite that will be drawn"));
74 ftd.AddField("row", FieldDescription(((char *)&fp.row) - ((char *)&fp), Interpreter::NUMBER_ID).SetDescription("the row of the sprite that will be drawn"));
75 ftd.AddField("disposition", FieldDescription(((char *)&fp.disposition) - ((char *)&fp), Interpreter::VECTOR_ID).SetDescription("offset from the original drawing position"));
78 void ComplexAnimation::Construct(void *data) {
79 new (data) ComplexAnimation;
82 void ComplexAnimation::Initialize(void *data) {
83 new (data) ComplexAnimation(loader::noinit);