athena/include/Sprite.hpp

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