#ifndef SSPRITE_HPP #define SSPRITE_HPP #ifndef ATHENA_USE_QT #include #include #else #include #include #include #include #endif #include "Athena/SakuraGlobal.hpp" namespace Athena { namespace Sakura { class SpriteFile; class SpriteFrame; #ifndef ATHENA_USE_QT class Sprite { #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); #ifndef ATHENA_USE_QT virtual void setPosition(const Vector2Df& pos); virtual Vector2Df position() const; void setName(const std::string& name); std::string name() const; #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 ids); #ifndef ATHENA_USE_QT std::vector stateIds() const; #else QList stateIds() const; #endif atUint32 stateCount() const; void setCurrentState(atUint32 id); atUint32 currentState() const; bool addFrame(SpriteFrame* Frame); bool removeFrame(SpriteFrame* Frame); SpriteFrame* Frame(atUint32 id); void setFrame(atUint32 id); #ifndef ATHENA_USE_QT void setFrames(std::vector frames); #else void setFrames(QList frames); #endif atUint32 frameCount() const; #ifndef ATHENA_USE_QT std::vector frames() const; #else QList frames() const; #endif SpriteFile* container() const; void setCurrentFrame(SpriteFrame* frame); void setCurrentFrame(atUint32 id); SpriteFrame* currentFrame() const; void advanceFrame(); void retreatFrame(); void setRoot(SpriteFile* root); SpriteFile* root() const; #ifdef ATHENA_USE_QT signals: void frameChanged(SpriteFrame* frame); void nameChanged(QString); void stateChanged(quint32); #endif private: SpriteFile* m_root; #ifndef ATHENA_USE_QT std::string m_name; Vector2Df m_position; std::vector m_stateIds; //!< Stores the texture id's for each state. std::vector m_frames; #else QString m_name; QPoint m_position; QList m_stateIds; QList m_frames; #endif atUint32 m_currentState; atUint32 m_currentFrame; }; } // Sakura } // zelda #ifdef ATHENA_USE_QT Q_DECLARE_METATYPE(Uint32) Q_DECLARE_METATYPE(Athena::Sakura::Sprite*) #endif #endif // SSPRITE_HPP