Mercurial > fife-parpg
view engine/core/video/animation.h @ 615:6f3f5686a56e
Fixed a small bug where the widgets were not being updated with new data when the default settings were loaded.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 27 Sep 2010 14:22:07 +0000 |
parents | 64738befdf3b |
children |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library 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 * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_VIDEO_ANIMATION_H #define FIFE_VIDEO_ANIMATION_H // Standard C++ library includes #include <cassert> #include <map> #include <vector> // Platform specific includes #include "util/base/fife_stdint.h" // 3rd party library includes // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "util/base/resourceclass.h" #include "util/resource/resource_ptr.h" namespace FIFE { class Image; /** Animation. * * A container of Images describing an animation. Animation itself does * not take care of animating the images. Instead it contains images * having associated timestamps. It is the responsibility of the * animation user to query frames based on current timestamp and show * returned images on screen. */ class Animation : public ResourceClass { public: /** Constructor. */ explicit Animation(); /** Destructor. Decreases the reference count of all referred images. */ ~Animation(); /** Adds new frame into animation * Frames must be added starting from first frame. Increases the reference * count of the given image. * @param image Pointer to Image. Does not transfer the ownership * @param duration Duration for given frame in the animation */ void addFrame(ResourcePtr image, unsigned int duration); /** Get the frame index that matches given timestamp. In case there is no exact match, * correct frame is calculated. E.g. if there are frames for timestamps 50 and 100 * and frame for 75 is asked, frame associated with value 50 is given back. * In case the timestamp is past the sequence, negative value is returned * @see addFrame */ int getFrameIndex(unsigned int timestamp); /** Gets the frame that matches the given index. If no matches found, returns NULL */ Image* getFrame(int index); /** Gets the frame that matches the given timestamp. */ Image* getFrameByTimestamp(unsigned int timestamp); /** Gets the frame duration for given (indexed) frame. Returns negative value in case * of incorrect index */ int getFrameDuration(int index) const; /** Get the number of frames */ unsigned int getNumFrames() const; /** Sets the action frame. Action frame is the frame when the related * action actually happens. E.g. in case of punch animation, action frame is * the frame when punch hits the target. In case there is no associated * action frame, value is negative * @param num index of the action frame. */ void setActionFrame(int num) { m_action_frame = num; } /** Gets the action frame. * @see setActionFrame */ int getActionFrame() const { return m_action_frame; } /** Animation direction tells how this animation is associated * with movement when played starting from frame 0 * E.g. in walking animation there should be direction assigned so * that engine can choose the correct animation when characters are * moved around the map area * @param direction direction to set */ void setDirection(unsigned int direction); /** Gets the animation direction * @see setDirection * @return direction for this animation */ unsigned int getDirection() const { return m_direction; } /** Gets the total duration for the whole animation */ unsigned int getDuration() const { return m_animation_endtime; } private: /** Contains information about one animation frame (duration + frame index + frame pointer) */ struct FrameInfo { unsigned int index; unsigned int duration; ResourcePtr image; }; /** Checks for animation frame index overflows */ bool isValidIndex(int index) const; // Map of timestamp + associated frame std::map<unsigned int, FrameInfo> m_framemap; // vector of frames for fast indexed access std::vector<FrameInfo> m_frames; // Action frame of the Animation. int m_action_frame; // time when animation ends (zero based) int m_animation_endtime; // Direction for this animation unsigned int m_direction; }; } #endif /* vim: set noexpandtab: set shiftwidth=2: set tabstop=2: */