mirror of https://github.com/libAthena/athena.git
65 lines
1.4 KiB
C++
65 lines
1.4 KiB
C++
#ifndef SSPRITE_HPP
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#define SSPRITE_HPP
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#include <unordered_map>
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#include <vector>
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#include <string>
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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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class SpritePart;
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class Sprite
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{
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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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virtual void setPosition(const Vector2Df& pos);
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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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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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std::vector<int> stateIds() const;
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Uint32 stateCount() const;
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void setCurrentState(const Uint32 id);
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void addPart(SpritePart* part);
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SpritePart* part(const std::string& name);
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void setParts(std::vector<SpritePart*> parts);
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Uint32 partCount() const;
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std::vector<SpritePart*> parts() const;
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SpriteFile* container() const;
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private:
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SpriteFile* m_root;
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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<SpritePart*> m_parts;
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Uint32 m_currentState;
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};
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} // Sakura
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} // zelda
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#endif // SSPRITE_HPP
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