Mercurial > fife-parpg
annotate engine/core/view/visual.h @ 526:c916d7b7de1c
Added the goldstack image as I forgot to add it before.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 28 May 2010 04:15:56 +0000 |
parents | 16c2b3ee59ce |
children | e3140f01749d |
rev | line source |
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1 /*************************************************************************** |
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2 * Copyright (C) 2005-2008 by the FIFE team * |
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3 * http://www.fifengine.de * |
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4 * This file is part of FIFE. * |
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5 * * |
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6 * FIFE is free software; you can redistribute it and/or * |
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7 * modify it under the terms of the GNU Lesser General Public * |
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8 * License as published by the Free Software Foundation; either * |
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9 * version 2.1 of the License, or (at your option) any later version. * |
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10 * * |
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11 * This library is distributed in the hope that it will be useful, * |
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * |
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14 * Lesser General Public License for more details. * |
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15 * * |
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16 * You should have received a copy of the GNU Lesser General Public * |
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17 * License along with this library; if not, write to the * |
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18 * Free Software Foundation, Inc., * |
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19 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * |
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20 ***************************************************************************/ |
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21 |
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22 #ifndef FIFE_VIEW_VISUAL_H |
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23 #define FIFE_VIEW_VISUAL_H |
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24 |
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25 // Standard C++ library includes |
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26 |
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27 // 3rd party library includes |
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28 |
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29 // FIFE includes |
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30 // These includes are split up in two parts, separated by one empty line |
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31 // First block: files included from the FIFE root src directory |
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32 // Second block: files included from the same folder |
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33 #include "model/metamodel/abstractvisual.h" |
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34 #include "util/math/angles.h" |
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35 #include "util/structures/rect.h" |
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36 |
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37 namespace FIFE { |
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38 class Object; |
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39 class Instance; |
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40 class Action; |
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41 class Image; |
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42 class Camera; |
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43 |
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44 /** Base class for all 2 dimensional visual classes |
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45 * Visual classes are extensions to visualize the stuff in model (e.g. instances) |
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46 * The reason why its separated is to keep model view-agnostic, so that we could |
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47 * have e.g. 3d, 2d and character based visualizations to the same data |
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48 */ |
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49 class Visual2DGfx: public AbstractVisual { |
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50 public: |
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51 /** Destructor |
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52 */ |
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53 virtual ~Visual2DGfx(); |
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54 |
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55 /** Sets transparency value for object to be visualized |
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56 * @param stackposition new stack position |
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57 */ |
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58 void setTransparency(uint8_t transparency) { m_transparency = transparency; } |
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59 |
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60 /** Gets current transparency value (0-255) |
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61 * @return current transparency value |
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62 */ |
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63 unsigned int getTransparency() { return m_transparency; } |
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64 |
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65 /** Sets visibility value for object to be visualized |
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66 * @param visible is object visible or not |
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67 */ |
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68 void setVisible(bool visible) { m_visible = visible; } |
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69 |
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70 /** Is instance visible or not |
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71 * @return is instance visible or not |
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72 */ |
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73 unsigned int isVisible() { return m_visible; } |
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74 |
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75 protected: |
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76 /** Constructor |
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77 */ |
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78 Visual2DGfx(); |
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79 |
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80 uint8_t m_transparency; |
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81 uint8_t m_visible; |
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82 |
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83 }; |
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84 |
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85 /** Object visual contains data that is needed for visualizing objects |
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86 */ |
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87 class ObjectVisual: public Visual2DGfx { |
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88 public: |
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89 /** Constructs and assigns it to the passed item |
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90 */ |
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91 static ObjectVisual* create(Object* object); |
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92 |
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93 /** Destructor |
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94 */ |
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95 virtual ~ObjectVisual(); |
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96 |
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97 /** Adds new static image with given angle (degrees) |
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98 * Static images are used in case there are no actions active in the instance |
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99 * There can be several static images for different angles, that are used in |
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100 * case view / layer is rotated |
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101 * In case there are no exact matches for current view angles, closest one is used |
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102 * @param angle angle for image. 0 degrees starts from right and turns counter-clockwise |
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103 * (normal math notation) |
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104 @param image_index index of image to use for given degress |
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105 */ |
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106 void addStaticImage(unsigned int angle, int image_index); |
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107 |
0
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108 /** Returns closest matching static image for given angle |
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109 * @return id for static image |
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110 */ |
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111 int getStaticImageIndexByAngle(int angle); |
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112 |
0
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113 /** Returns closest matching image angle for given angle |
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114 * @return closest matching angle |
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115 */ |
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116 int getClosestMatchingAngle(int angle); |
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117 |
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118 /** Returns list of available static image angles for this object |
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119 */ |
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120 void getStaticImageAngles(std::vector<int>& angles); |
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121 |
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122 private: |
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123 /** Constructor |
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124 */ |
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125 ObjectVisual(); |
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126 |
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127 type_angle2id m_angle2img; |
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128 }; |
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129 |
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130 /** Instance visual contains data that is needed to visualize the instance on screen |
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131 */ |
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132 class InstanceVisual: public Visual2DGfx { |
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133 public: |
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134 /** Constructs and assigns it to the passed item |
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135 */ |
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136 static InstanceVisual* create(Instance* instance); |
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137 |
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138 /** Destructor |
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139 */ |
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140 virtual ~InstanceVisual(); |
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141 |
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142 /** Sets stack position of the instance |
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143 * Stack position is used to define the order in which instances residing |
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144 * in the same location are drawn |
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145 * @param stackposition new stack position |
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146 */ |
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147 void setStackPosition(int stackposition) { m_stackposition = stackposition; } |
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148 |
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149 /** Gets current stack position of instance |
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150 * @return current stack position |
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151 */ |
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152 int getStackPosition() { return m_stackposition; } |
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153 |
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154 private: |
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155 /** Constructor |
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156 */ |
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157 InstanceVisual(); |
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158 int m_stackposition; |
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159 }; |
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160 |
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161 /** Action visual contains data that is needed to visualize different actions on screen |
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162 */ |
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163 class ActionVisual: public Visual2DGfx { |
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164 public: |
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165 /** Constructs and assigns it to the passed item |
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166 */ |
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167 static ActionVisual* create(Action* action); |
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168 |
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169 /** Destructor |
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170 */ |
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171 virtual ~ActionVisual(); |
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172 |
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173 /** Adds new animation with given angle (degrees) |
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174 */ |
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175 void addAnimation(unsigned int angle, int animation_index); |
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176 |
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177 /** Gets index to animation closest to given angle |
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178 * @return animation index, -1 if no animations available |
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179 */ |
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180 int getAnimationIndexByAngle(int angle); |
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181 |
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182 /** Returns list of available angles for this Action |
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183 */ |
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184 void getActionImageAngles(std::vector<int>& angles); |
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185 |
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186 private: |
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187 /** Constructor |
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188 */ |
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189 ActionVisual(); |
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190 |
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191 // animations associated with this action (handles to pool) |
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192 // mapping = direction -> animation |
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193 type_angle2id m_animations; |
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194 }; |
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195 |
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196 } |
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197 #endif |