mirror of https://github.com/libAthena/athena.git
153 lines
2.7 KiB
C++
153 lines
2.7 KiB
C++
#ifndef SSPRITEFRAME_HPP
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#define SSPRITEFRAME_HPP
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#include <Types.hpp>
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#include <vector>
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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 SpriteFrame
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{
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public:
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/*!
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* \brief SSpriteFrame
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*/
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SpriteFrame();
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/*!
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* \brief SSpriteFrame
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* \param offX
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* \param offY
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* \param texX
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* \param texY
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* \param width
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* \param height
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* \param frameTime
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* \param flippedH
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* \param flippedV
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*/
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SpriteFrame(float offX, float offY, float texX, float texY, Uint32 width, Uint32 height, float frameTime, bool flippedH = false, bool flippedV = false);
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/*!
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* \brief SSpriteFrame
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* \param frameOff
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* \param texOff
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* \param size
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* \param frameTime
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* \param flippedH
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* \param flippedV
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*/
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SpriteFrame(const Vector2Df& frameOff, const Vector2Df& texOff, const Vector2Di& size, float frameTime, bool flippedH = false, bool flippedV = false);
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/*!
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* \brief setOffset
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* \param x
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* \param y
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*/
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void setOffset(float x, float y);
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/*!
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* \brief setOffset
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* \param offset
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*/
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void setOffset(const Vector2Df& offset);
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/*!
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* \brief offset
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* \return
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*/
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Vector2Df offset() const;
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/*!
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* \brief setTextureOffset
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* \param x
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* \param y
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*/
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void setTextureOffset(float x, float y);
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/*!
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* \brief setTextureOffset
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* \param texOff
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*/
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void setTextureOffset(const Vector2Df& texOff);
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/*!
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* \brief textureOffset
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* \return
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*/
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Vector2Df textureOffset() const;
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/*!
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* \brief setSize
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* \param width
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* \param height
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*/
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void setSize(Uint32 width, Uint32 height);
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/*!
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* \brief setSize
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* \param size
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*/
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void setSize(const Vector2Di& size);
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/*!
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* \brief size
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* \return
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*/
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Vector2Di size() const;
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/*!
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* \brief setFlippedHorizontally
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* \param val
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*/
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void setFlippedHorizontally(const bool val);
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/*!
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* \brief flippedHorizontally
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* \return
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*/
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bool flippedHorizontally() const;
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/*!
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* \brief setFlippedVertically
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* \param val
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*/
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void setFlippedVertically(const bool val);
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/*!
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* \brief flippedVertically
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* \return
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*/
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bool flippedVertically() const;
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/*!
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* \brief setFrameTime
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* \param frameTime
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*/
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void setFrameTime(float frameTime);
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/*!
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* \brief frameTime
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* \return
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*/
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float frameTime() const;
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private:
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Vector2Df m_offset;
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Vector2Df m_textureOffset;
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Vector2Di m_size;
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float m_frameTime;
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bool m_flippedH;
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bool m_flippedV;
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};
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} // Sakura
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} // zelda
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#endif // SSpRITEFRAME_HPP
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