1 #ifndef GRAPHICS_ANIMATION_H_
2 #define GRAPHICS_ANIMATION_H_
5 #include "../app/Application.h"
6 #include "../app/State.h"
7 #include "../app/Timer.h"
8 #include "../loader/fwd.h"
9 #include "../geometry/Vector.h"
19 static const int TYPE_ID = 401;
23 : sprite(0), frameTime(0), repeat(false) { }
24 Animation(const Sprite *sprite, int frameTime, bool repeat = false)
25 : sprite(sprite), frameTime(frameTime), repeat(repeat) { }
26 virtual ~Animation() { };
29 const Sprite *GetSprite() const { return sprite; }
30 int FrameTime() const { return frameTime; }
31 bool Repeat() const { return repeat; }
34 void SetSprite(const Sprite *s) { sprite = s; }
35 void SetFrameTime(int t) { frameTime = t; }
36 void SetRepeat(bool r) { repeat = r; }
39 virtual int NumFrames() const = 0;
40 virtual int Col(int frame) const = 0;
41 virtual int Row(int frame) const = 0;
42 virtual geometry::Vector<int> Offset(int frame) const { return geometry::Vector<int>(); }
44 static void CreateTypeDescription();
47 static void AddFields(loader::TypeDescription &, const Animation &, std::ptrdiff_t offset);
57 class AnimationRunner {
60 explicit AnimationRunner(const Animation *a = 0, int colOffset = 0, int rowOffset = 0)
61 : animation(a), sprite(0), frameShift(0), colOffset(colOffset), rowOffset(rowOffset) { }
64 bool Valid() const { return animation; }
65 void Clear() { animation = 0; timer = app::Timer<Uint32>(); }
67 void Start(app::State &ctrl) {
68 timer = ctrl.GraphicsTimers().StartInterval(animation->FrameTime());
70 void Start(app::Application &ctrl) {
71 timer = ctrl.GlobalTimers().StartInterval(animation->FrameTime());
74 timer = app::Timer<Uint32>();
76 bool Started() const {
77 return timer.Started();
79 bool Running() const {
80 return timer.Running() && (animation->Repeat() || timer.Iteration() < animation->NumFrames());
82 bool Finished() const {
83 return Started() && !Running();
85 bool JustFinished() const {
86 return timer.JustHit() && timer.Iteration() == animation->NumFrames();
89 const app::Timer<Uint32> &GetTimer() { return timer; }
91 void SetFrameShift(int offset) { frameShift = offset; }
92 int FrameShift() const { return frameShift; }
93 void SetColOffset(int offset) { colOffset = offset; }
94 int ColOffset() const { return colOffset; }
95 void SetRowOffset(int offset) { rowOffset = offset; }
96 int RowOffset() const { return rowOffset; }
98 void ChangeAnimation(const Animation *a) { animation = a; }
99 const Animation *GetAnimation() const { return animation; }
101 void ChangeSprite(const Sprite *s) { sprite = s; }
102 const Sprite *GetSprite() const { return sprite ? sprite : animation->GetSprite(); }
104 void Draw(SDL_Surface *dest, geometry::Vector<int> position) const {
105 GetSprite()->Draw(dest, position + animation->Offset(Frame()), animation->Col(Frame()) + ColOffset(), animation->Row(Frame()) + RowOffset());
107 void DrawTopRight(SDL_Surface *dest, geometry::Vector<int> position) const {
108 geometry::Vector<int> offset(-GetSprite()->Width(), 0);
109 Draw(dest, position + offset);
111 void DrawCenter(SDL_Surface *dest, geometry::Vector<int> position) const {
112 Draw(dest, position - (GetSprite()->Size() / 2));
114 void DrawCenterBottom(SDL_Surface *dest, geometry::Vector<int> position) const {
115 geometry::Vector<int> offset(-GetSprite()->Width() / 2, -GetSprite()->Height());
116 Draw(dest, position + offset);
119 int Frame() const { return Running() ? ((timer.Iteration() + frameShift) % animation->NumFrames()) : 0; }
122 const Animation *animation;
123 const graphics::Sprite *sprite;
124 app::Timer<Uint32> timer;
133 #endif /* GRAPHICS_SIMPLEANIMATION_H_ */