athena/include/SpriteFrame.hpp

85 lines
1.4 KiB
C++

#ifndef SSPRITEFRAME_HPP
#define SSPRITEFRAME_HPP
#include <Types.hpp>
#ifndef LIBZELDA_USE_QT
#include <vector>
#else
#include <QObject>
#include <QList>
#endif
namespace zelda
{
namespace Sakura
{
class Sprite;
class SpritePart;
#ifndef LIBZELDA_USE_QT
class SpriteFrame
{
#else
class SpriteFrame : public QObject
{
Q_OBJECT
Q_PROPERTY(qreal frameTime READ frameTime WRITE setFrameTime)
#endif
public:
/*!
* \brief SSpriteFrame
*/
SpriteFrame();
SpriteFrame(Sprite* root);
/*!
* \brief setFrameTime
* \param frameTime
*/
void setFrameTime(float frameTime);
/*!
* \brief frameTime
* \return
*/
float frameTime() const;
#ifndef LIBZELDA_USE_QT
void setParts(std::vector<SpritePart*> parts);
std::vector<SpritePart*> parts() const;
#else
void setParts(QList<SpritePart*> parts);
QList<SpritePart*> parts() const;
#endif
Uint32 partCount() const;
void setRoot(Sprite* root);
Sprite* root() const;
#ifdef LIBZELDA_USE_QT
signals:
void frameTimeChanged(float);
#endif
private:
Sprite* m_root;
float m_frameTime;
#ifndef LIBZELDA_USE_QT
std::vector<SpritePart*> m_parts;
#else
QList<SpritePart*> m_parts;
#endif
};
} // Sakura
} // zelda
#ifdef LIBZELDA_USE_QT
Q_DECLARE_METATYPE(zelda::Sakura::SpriteFrame*);
#endif
#endif // SSPRITEFRAME_HPP