public:
void Update(Time delta) {
for (typename std::list<TimerData<Time> >::iterator i(data.begin()), end(data.end()); i != end;) {
- TimerData<Time> &t(*i);
if (i->target > 0) {
Time intervalTime(i->time);
while (intervalTime > i->target) intervalTime -= i->target;
--- /dev/null
+/*
+ * 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"
+#include "../app/Timer.h"
+#include "../geometry/operators.h"
+#include "../geometry/Point.h"
+#include "../geometry/Vector.h"
+
+#include <SDL.h>
+
+namespace graphics {
+
+class Animation {
+
+public:
+ Animation()
+ : sprite(0), frameTime(0), repeat(false) { }
+ Animation(const Sprite *sprite, int frameTime, bool repeat = false)
+ : sprite(sprite), frameTime(frameTime), repeat(repeat) { }
+ virtual ~Animation() { };
+
+public:
+ void Start(app::State &ctrl) {
+ timer = ctrl.GraphicsTimers().StartInterval(frameTime);
+ }
+ void Start(app::Application &ctrl) {
+ timer = ctrl.GlobalTimers().StartInterval(frameTime);
+ }
+ void Stop() {
+ timer = app::Timer<Uint32>();
+ }
+ bool Running() const {
+ return timer.Running() && (repeat || timer.Iteration() < NumFrames());
+ }
+ virtual void Draw(SDL_Surface *dest, geometry::Point<int> position) const {
+ sprite->Draw(dest, position, Col(), Row());
+ }
+ void DrawTopRight(SDL_Surface *dest, geometry::Point<int> position) const {
+ geometry::Vector<int> offset(-sprite->Width(), 0);
+ Draw(dest, position + offset);
+ }
+ void DrawCenter(SDL_Surface *dest, geometry::Point<int> position) const {
+ geometry::Vector<int> offset(-sprite->Width() / 2, -sprite->Height() / 2);
+ Draw(dest, position + offset);
+ }
+ void DrawCenterBottom(SDL_Surface *dest, geometry::Point<int> position) const {
+ geometry::Vector<int> offset(-sprite->Width() / 2, -sprite->Height());
+ Draw(dest, position + offset);
+ }
+
+protected:
+ int Frame() const { return Running() ? (timer.Iteration() % NumFrames()) : 0; }
+ virtual int Col() const = 0;
+ virtual int Row() const = 0;
+ virtual int NumFrames() const = 0;
+
+private:
+ const Sprite *sprite;
+ app::Timer<Uint32> timer;
+ int frameTime;
+ bool repeat;
+
+};
+
+}
+
+#endif /* GRAPHICS_SIMPLEANIMATION_H_ */
--- /dev/null
+/*
+ * ComplexAnimation.h
+ *
+ * Created on: Aug 12, 2012
+ * Author: holy
+ */
+
+#ifndef GRAPHICS_COMPLEXANIMATION_H_
+#define GRAPHICS_COMPLEXANIMATION_H_
+
+#include "Animation.h"
+
+#include <vector>
+
+namespace graphics {
+
+class ComplexAnimation
+: public Animation {
+
+public:
+ ComplexAnimation() { }
+ ComplexAnimation(const Sprite *sprite, int frameTime, bool repeat = false)
+ : Animation(sprite, frameTime, repeat) { }
+
+public:
+ void AddFrame(int col, int row, const geometry::Vector<int> &disposition = geometry::Vector<int>()) {
+ frames.push_back(FrameProp(col, row, disposition));
+ }
+ void AddFrames(int col, int row, const geometry::Vector<int> &disposition, int amount) {
+ for (int i(0); i < amount; ++i) {
+ AddFrame(col, row, disposition);
+ }
+ }
+
+ virtual void Draw(SDL_Surface *dest, geometry::Point<int> position) const {
+ Animation::Draw(dest, position + frames[Frame()].disposition);
+ }
+
+protected:
+ virtual int Col() const { return frames[Frame()].col; }
+ virtual int Row() const { return frames[Frame()].row; }
+ virtual int NumFrames() const { return frames.size(); };
+
+private:
+ struct FrameProp {
+ FrameProp(int col, int row, const geometry::Vector<int> &disposition)
+ : col(col), row(row), disposition(disposition) {}
+ int col;
+ int row;
+ geometry::Vector<int> disposition;
+ };
+ std::vector<FrameProp> frames;
+
+};
+
+}
+
+#endif /* GRAPHICS_COMPLEXANIMATION_H_ */
#ifndef GRAPHICS_SIMPLEANIMATION_H_
#define GRAPHICS_SIMPLEANIMATION_H_
-#include "Sprite.h"
-#include "../app/Application.h"
-#include "../app/State.h"
-#include "../app/Timer.h"
-#include "../geometry/Point.h"
-
-#include <SDL.h>
+#include "Animation.h"
namespace graphics {
-class SimpleAnimation {
+class SimpleAnimation
+: public Animation {
public:
SimpleAnimation()
- : sprite(0), frameTime(0), numFrames(0), col(0), row(0), repeat(false) { }
+ : numFrames(0), col(0), row(0) { }
SimpleAnimation(const Sprite *sprite, int frameTime, int numFrames, int col = 0, int row = 0, bool repeat = false)
- : sprite(sprite), frameTime(frameTime), numFrames(numFrames), col(col), row(row), repeat(repeat) { }
+ : Animation(sprite, frameTime, repeat), numFrames(numFrames), col(col), row(row) { }
-public:
- void Start(app::State &ctrl) {
- timer = ctrl.GraphicsTimers().StartInterval(frameTime);
- }
- void Start(app::Application &ctrl) {
- timer = ctrl.GlobalTimers().StartInterval(frameTime);
- }
- void Stop() {
- timer = app::Timer<Uint32>();
- }
- bool Running() const {
- return timer.Running() && (repeat || timer.Iteration() < numFrames);
- }
- void Draw(SDL_Surface *dest, geometry::Point<int> position) {
- sprite->Draw(dest, position, col, Running() ? row + (timer.Iteration() % numFrames) : row);
- }
- void DrawCenterBottom(SDL_Surface *dest, geometry::Point<int> position) const {
- sprite->DrawCenterBottom(dest, position, col, Running() ? row + (timer.Iteration() % numFrames) : row);
- }
+protected:
+ virtual int Col() const { return col; }
+ virtual int Row() const { return row + Frame(); }
+ virtual int NumFrames() const { return numFrames; };
private:
- const Sprite *sprite;
- app::Timer<Uint32> timer;
- int frameTime;
int numFrames;
int col;
int row;
- bool repeat;
};