athena/include/SpritePart.hpp

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#ifndef SSPRITEPART_HPP
#define SSPRITEPART_HPP
#include <Types.hpp>
#include <vector>
#include <string>
#include <Types.hpp>
namespace zelda
{
namespace Sakura
{
class Sprite;
class SpriteFrame;
class SpritePart
{
public:
SpritePart(Sprite* root);
SpritePart(Sprite* root, const std::string& name, bool hasCollision = false);
virtual ~SpritePart();
void setName(const std::string& name);
std::string name() const;
void setCollision(bool col);
bool hasCollision() const;
void addFrame(SpriteFrame* frame);
void advanceFrame();
void retreatFrame();
SpriteFrame* frame(int id);
void setFrames(std::vector<SpriteFrame*> frames);
SpriteFrame* currentFrame();
int currentFrameID();
std::vector<SpriteFrame*> frames() const;
Uint32 frameCount() const;
void setRoot(Sprite* root);
private:
Sprite* m_root;
std::string m_name;
bool m_hasCollision;
SpriteFrame* m_currentFrame;
Uint32 m_frameIndex;
// The collection of frames for this part
std::vector<SpriteFrame*> m_frames;
};
}
}
#endif // SSpRITEPART_HPP