-// $Id$
-//
// SuperTux
-// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
-// 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 2
-// of the License, or (at your option) any later version.
+// 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, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#ifndef SUPERTUX_SPRITE_H
-#define SUPERTUX_SPRITE_H
+#ifndef HEADER_SUPERTUX_SPRITE_SPRITE_HPP
+#define HEADER_SUPERTUX_SPRITE_SPRITE_HPP
-#include <string>
-#include <vector>
-#include <cassert>
-#include <map>
+#include "sprite/sprite_data.hpp"
+#include "video/drawing_context.hpp"
-#include "video/surface.hpp"
-#include "math/vector.hpp"
-#include "sprite_data.hpp"
+class Surface;
+class DrawingContext;
+class Blend;
class Sprite
{
public:
- Sprite(SpriteData& data);
- Sprite(const Sprite& other);
- ~Sprite();
-
- /** Draw sprite, automatically calculates next frame */
- void draw(DrawingContext& context, const Vector& pos, int layer);
-
- void draw_part(DrawingContext& context, const Vector& source,
- const Vector& size, const Vector& pos, int layer);
-
- /** Set action (or state) */
- void set_action(std::string act, int loops = -1);
-
- /* Stop animation */
- void stop_animation()
- { animation_loops = 0; }
- /** Check if animation is stopped or not */
- bool check_animation();
-
- float get_fps() const
- { return action->fps; }
- /** Get current action total frames */
- int get_frames() const
- { return action->surfaces.size(); }
- /** Get sprite's name */
- const std::string& get_name() const
- { return data.name; }
- /** Get current action name */
- const std::string& get_action_name() const
- { return action->name; }
-
- int get_width() const;
- int get_height() const;
-
- /** Get current frame */
- int get_frame() const
- { return (int)frame; }
- /** Set current frame */
- void set_frame(int frame_)
- { if(frame_ > get_frames()) frame = 0; else frame = frame_; }
- Surface* get_frame(unsigned int frame)
- {
- assert(frame < action->surfaces.size());
- return action->surfaces[frame];
- }
+ Sprite(SpriteData& data);
+ Sprite(const Sprite& other);
+ ~Sprite();
+
+ /** Draw sprite, automatically calculates next frame */
+ void draw(DrawingContext& context, const Vector& pos, int layer);
+
+ void draw_part(DrawingContext& context, const Vector& source,
+ const Vector& size, const Vector& pos, int layer);
+
+ /** Set action (or state) */
+ void set_action(const std::string& name, int loops = -1);
+
+ /** Set action (or state), but keep current frame number, loop counter, etc. */
+ void set_action_continued(const std::string& name);
+
+ /** Set number of animation cycles until animation stops */
+ void set_animation_loops(int loops = -1)
+ { animation_loops = loops; }
+
+ /** Set framerate */
+ void set_fps(float new_fps);
+
+ /* Stop animation */
+ void stop_animation()
+ { animation_loops = 0; }
+ /** Check if animation is stopped or not */
+ bool animation_done();
+
+ float get_fps() const
+ { return action->fps; }
+ /** Get current action total frames */
+ int get_frames() const
+ { return action->surfaces.size(); }
+ /** Get sprite's name */
+ const std::string& get_name() const
+ { return data.name; }
+ /** Get current action name */
+ const std::string& get_action() const
+ { return action->name; }
+
+ int get_width() const;
+ int get_height() const;
+
+ /** return x-offset of current action's hitbox, relative to start of image */
+ float get_current_hitbox_x_offset() const;
+ /** return y-offset of current action's hitbox, relative to start of image */
+ float get_current_hitbox_y_offset() const;
+ /** return width of current action's hitbox */
+ float get_current_hitbox_width() const;
+ /** return height of current action's hitbox */
+ float get_current_hitbox_height() const;
+ /** return current action's hitbox, relative to 0,0 */
+ Rect get_current_hitbox() const;
+
+ /** Set the angle of the sprite rotation in degree */
+ void set_angle(float angle);
+
+ /** Get the angle of the sprite rotation in degree */
+ float get_angle() const;
+
+ void set_color(const Color& color);
+
+ Color get_color() const;
+
+ void set_blend(const Blend& blend);
+
+ Blend get_blend() const;
+
+ /** Get current frame */
+ int get_frame() const
+ { return (int)frame; }
+ /** Set current frame */
+ void set_frame(int frame_)
+ {
+ this->frame = (float) (frame_ % get_frames());
+ }
+ Surface* get_frame(unsigned int frame_)
+ {
+ assert(frame_ < action->surfaces.size());
+ return action->surfaces[frame_];
+ }
private:
- void update();
+ void update();
+
+ SpriteData& data;
- SpriteData& data;
+ float frame;
+ int animation_loops;
+ float last_ticks;
+ float angle;
+ Color color;
+ Blend blend;
- float frame;
- int animation_loops;
- Uint32 last_ticks;
+ SpriteData::Action* action;
- SpriteData::Action* action;
+private:
+ Sprite& operator=(const Sprite&);
};
#endif
+/* EOF */