athena/include/Sprite.hpp

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#ifndef SSPRITE_HPP
#define SSPRITE_HPP
#include <unordered_map>
#include <vector>
#include <string>
#include <Types.hpp>
namespace zelda
{
namespace Sakura
{
class SpriteFile;
class SpritePart;
class Sprite
{
public:
Sprite(SpriteFile* root);
Sprite(SpriteFile* root, const std::string& name);
virtual ~Sprite();
virtual void setPosition(const float x, const float y);
virtual void setPosition(const Vector2Df& pos);
Vector2Df position() const;
void setName(const std::string& name);
std::string name() const;
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);
std::vector<int> stateIds() const;
Uint32 stateCount() const;
void setCurrentState(const Uint32 id);
void addPart(SpritePart* part);
SpritePart* part(const std::string& name);
void setParts(std::vector<SpritePart*> parts);
Uint32 partCount() const;
std::vector<SpritePart*> parts() const;
SpriteFile* container() const;
private:
SpriteFile* m_root;
std::string m_name;
Vector2Df m_position;
std::vector<int> m_stateIds; //!< Stores the texture id's for each state.
std::vector<SpritePart*> m_parts;
Uint32 m_currentState;
};
} // Sakura
} // zelda
#endif // SSPRITE_HPP