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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_ANIMFRAME_H
#define CRAB_ANIMFRAME_H
#include "crab/Rectangle.h"
#include "crab/vectors.h"
#include "crab/animation/shadow.h"
namespace Crab {
namespace pyrodactyl {
namespace anim {
struct AnimFrame {
// Portion of sprite to show
Rect _clip;
// The duration for which the frame must be repeated on screen
uint32 _repeat;
// The anchor point of the frame
Vector2i _anchor;
// The vulnerable hit box for this frame
Rect _boxV;
AnimFrame() {
_repeat = 0;
}
void load(rapidxml::xml_node<char> *node, const Rect &VBOX,
const uint32 &REP = 0, const int &AX = 0, const int &AY = 0);
};
class AnimationFrames {
// The global vulnerable hit box for all the frames
// If the W or H of this is 0, then use individual frame values
Rect _boxV;
public:
// The frames for the animation
Common::Array<AnimFrame> _frame;
// The currentClip
uint _currentClip;
// Should we flip the images in the frame rectangle?
TextureFlipType _flip;
// The global repeat value for all the frames
// If this is 0, then use individual frame values
uint32 _repeat;
// The global anchor value for all the frames
// If this is 0, then use individual frame values
Vector2i _anchor;
// true if animation starts at a random frame
// used for idle animations so that every sprite doesn't animate in sync
bool _random;
// Does this set of animation frames need a specific shadow offset?
ShadowOffset _shadow;
AnimationFrames() {
reset();
_flip = FLIP_NONE;
_repeat = 0;
_random = false;
}
void reset() {
_currentClip = 0;
}
void load(rapidxml::xml_node<char> *node);
bool updateClip();
const AnimFrame ¤tFrame();
};
} // End of namespace anim
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_ANIMFRAME_H
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