2014-01-26 04:56:04 +00:00
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#ifndef SSPRITE_HPP
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#define SSPRITE_HPP
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2014-02-27 05:47:39 +00:00
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#ifndef LIBZELDA_USE_QT
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2014-01-26 04:56:04 +00:00
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#include <vector>
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#include <string>
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2014-02-27 05:47:39 +00:00
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#else
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#include <QObject>
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#include <QPoint>
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#include <QString>
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#include <QList>
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#endif
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2014-01-26 04:56:04 +00:00
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#include <Types.hpp>
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namespace zelda
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{
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namespace Sakura
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{
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class SpriteFile;
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2014-02-27 05:47:39 +00:00
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class SpriteFrame;
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2014-01-26 04:56:04 +00:00
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2014-02-27 05:47:39 +00:00
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#ifndef LIBZELDA_USE_QT
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2014-01-26 04:56:04 +00:00
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class Sprite
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{
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2014-02-27 05:47:39 +00:00
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#else
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class Sprite : public QObject
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{
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Q_OBJECT
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Q_PROPERTY(QString name READ name WRITE setName)
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Q_PROPERTY(qreal currentState READ currentState WRITE setCurrentState)
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Q_PROPERTY(qreal stateCount READ stateCount CONSTANT)
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#endif
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2014-01-26 04:56:04 +00:00
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public:
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Sprite(SpriteFile* root);
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Sprite(SpriteFile* root, const std::string& name);
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virtual ~Sprite();
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virtual void setPosition(const float x, const float y);
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2014-02-27 05:47:39 +00:00
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#ifndef LIBZELDA_USE_QT
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virtual void setPosition(const Vector2Df& pos);
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virtual Vector2Df position() const;
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void setName(const std::string& name);
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std::string name() const;
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#else
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virtual void setPosition(const QPoint& pos);
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virtual QPoint position() const;
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void setName(const QString& name);
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QString name() const;
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#endif
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void addStateId(int id);
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/*!
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* \brief Returns the texture id of a given state
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* \param index The index of the id.
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* \return return the state id if it exists, -1 otherwise
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*/
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int stateId(int index) const;
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void setStateIds(std::vector<int> ids);
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#ifndef LIBZELDA_USE_QT
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std::vector<int> stateIds() const;
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#else
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QList<int> stateIds() const;
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#endif
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Uint32 stateCount() const;
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void setCurrentState(Uint32 id);
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Uint32 currentState() const;
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bool addFrame(SpriteFrame* Frame);
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bool removeFrame(SpriteFrame* Frame);
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SpriteFrame* Frame(Uint32 id);
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void setFrame(Uint32 id);
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#ifndef LIBZELDA_USE_QT
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void setFrames(std::vector<SpriteFrame*> frames);
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#else
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void setFrames(QList<SpriteFrame*> frames);
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#endif
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Uint32 frameCount() const;
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#ifndef LIBZELDA_USE_QT
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std::vector<SpriteFrame*> frames() const;
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#else
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QList<SpriteFrame*> frames() const;
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#endif
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SpriteFile* container() const;
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void setCurrentFrame(SpriteFrame* frame);
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void setCurrentFrame(Uint32 id);
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SpriteFrame* currentFrame() const;
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void advanceFrame();
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void retreatFrame();
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void setRoot(SpriteFile* root);
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SpriteFile* root() const;
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#ifdef LIBZELDA_USE_QT
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signals:
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void frameChanged(SpriteFrame* frame);
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void nameChanged(QString);
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void stateChanged(quint32);
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#endif
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private:
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SpriteFile* m_root;
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#ifndef LIBZELDA_USE_QT
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std::string m_name;
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Vector2Df m_position;
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std::vector<int> m_stateIds; //!< Stores the texture id's for each state.
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std::vector<SpriteFrame*> m_frames;
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#else
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QString m_name;
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QPoint m_position;
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QList<int> m_stateIds;
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QList<SpriteFrame*> m_frames;
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#endif
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Uint32 m_currentState;
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Uint32 m_currentFrame;
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2014-01-26 04:56:04 +00:00
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};
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} // Sakura
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} // zelda
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2014-02-27 05:47:39 +00:00
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#ifdef LIBZELDA_USE_QT
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Q_DECLARE_METATYPE(Uint32)
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Q_DECLARE_METATYPE(zelda::Sakura::Sprite*)
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#endif
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2014-01-26 04:56:04 +00:00
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#endif // SSPRITE_HPP
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