-/*
- * Animation.h
- *
- * Created on: Aug 11, 2012
- * Author: holy
- */
-
#ifndef GRAPHICS_ANIMATION_H_
#define GRAPHICS_ANIMATION_H_
-#include "Sprite.h"
-#include "../app/Application.h"
-#include "../app/State.h"
+namespace app {
+ class Application;
+ class State;
+}
+namespace loader {
+ class TypeDescription;
+}
+
#include "../app/Timer.h"
-#include "../loader/fwd.h"
#include "../geometry/Vector.h"
#include <memory>
namespace graphics {
+class Sprite;
+
class Animation {
+public:
+ static const int TYPE_ID = 401;
+
public:
Animation()
: sprite(0), frameTime(0), repeat(false) { }
virtual int Row(int frame) const = 0;
virtual geometry::Vector<int> Offset(int frame) const { return geometry::Vector<int>(); }
+ static void CreateTypeDescription();
+
protected:
- static void AddFields(loader::TypeDescription &, const Animation &, std::ptrdiff_t offset, int boolId, int numberId, int spriteId);
+ static void AddFields(loader::TypeDescription &, const Animation &, std::ptrdiff_t offset);
private:
const Sprite *sprite;
bool Valid() const { return animation; }
void Clear() { animation = 0; timer = app::Timer<Uint32>(); }
- void Start(app::State &ctrl) {
- timer = ctrl.GraphicsTimers().StartInterval(animation->FrameTime());
- }
- void Start(app::Application &ctrl) {
- timer = ctrl.GlobalTimers().StartInterval(animation->FrameTime());
- }
- void Stop() {
- timer = app::Timer<Uint32>();
- }
- bool Started() const {
- return timer.Started();
- }
- bool Running() const {
- return timer.Running() && (animation->Repeat() || timer.Iteration() < animation->NumFrames());
- }
- bool Finished() const {
- return Started() && !Running();
- }
- bool JustFinished() const {
- return timer.JustHit() && timer.Iteration() == animation->NumFrames();
- }
+ void Start(app::State &ctrl);
+ void Start(app::Application &ctrl);
+ void Stop();
+ bool Started() const;
+ bool Running() const;
+ bool Finished() const;
+ bool JustFinished() const;
const app::Timer<Uint32> &GetTimer() { return timer; }
void ChangeSprite(const Sprite *s) { sprite = s; }
const Sprite *GetSprite() const { return sprite ? sprite : animation->GetSprite(); }
- void Draw(SDL_Surface *dest, geometry::Vector<int> position) const {
- GetSprite()->Draw(dest, position + animation->Offset(Frame()), animation->Col(Frame()) + ColOffset(), animation->Row(Frame()) + RowOffset());
- }
- void DrawTopRight(SDL_Surface *dest, geometry::Vector<int> position) const {
- geometry::Vector<int> offset(-GetSprite()->Width(), 0);
- Draw(dest, position + offset);
- }
- void DrawCenter(SDL_Surface *dest, geometry::Vector<int> position) const {
- Draw(dest, position - (GetSprite()->Size() / 2));
- }
- void DrawCenterBottom(SDL_Surface *dest, geometry::Vector<int> position) const {
- geometry::Vector<int> offset(-GetSprite()->Width() / 2, -GetSprite()->Height());
- Draw(dest, position + offset);
- }
-
- int Frame() const { return Running() ? ((timer.Iteration() + frameShift) % animation->NumFrames()) : 0; }
+ void Draw(SDL_Surface *dest, geometry::Vector<int> position) const;
+ void DrawTopRight(SDL_Surface *dest, geometry::Vector<int> position) const;
+ void DrawCenter(SDL_Surface *dest, geometry::Vector<int> position) const;
+ void DrawCenterBottom(SDL_Surface *dest, geometry::Vector<int> position) const;
+
+ int Frame() const;
private:
const Animation *animation;