-// $Id$
-//
// SuperTux
// 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
// 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.
-
-#ifndef SUPERTUX_SPRITE_H
-#define SUPERTUX_SPRITE_H
+// along with this program. If not, see <http://www.gnu.org/licenses/>.
-#include <string>
-#include <assert.h>
-#include <SDL.h>
+#ifndef HEADER_SUPERTUX_SPRITE_SPRITE_HPP
+#define HEADER_SUPERTUX_SPRITE_SPRITE_HPP
-#include "video/surface.hpp"
-#include "math/vector.hpp"
-#include "sprite_data.hpp"
+#include "sprite/sprite_data.hpp"
+#include "video/drawing_context.hpp"
+class Surface;
class DrawingContext;
+class Blend;
class Sprite
{
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);
+ const Vector& size, const Vector& pos, int layer);
/** Set action (or state) */
- void set_action(const std::string& act, int loops = -1);
+ 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);
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 = (frame % get_frames());
+ {
+ this->frame = (float) (frame % get_frames());
}
Surface* get_frame(unsigned int frame)
{
assert(frame < action->surfaces.size());
return action->surfaces[frame];
- }
+ }
private:
void update();
SpriteData& data;
float frame;
- int animation_loops;
+ int animation_loops;
float last_ticks;
+ float angle;
+ Color color;
+ Blend blend;
SpriteData::Action* action;
+
+private:
+ Sprite& operator=(const Sprite&);
};
#endif
+/* EOF */