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📄 sprite.h

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/*  $Id: sprite.h,v 1.52 2004/01/02 15:42:43 mbn Exp $
**
**  ClanLib Game SDK
**  Copyright (C) 2003  The ClanLib Team
**  For a total list of contributers see the file CREDITS.
**
**  This library is free software; you can redistribute it and/or
**  modify it under the terms of the GNU Lesser General Public
**  License as published by the Free Software Foundation; either
**  version 2.1 of the License, or (at your option) any later version.
**
**  This library is distributed in the hope that it will be useful,
**  but WITHOUT ANY WARRANTY; without even the implied warranty of
**  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
**  Lesser General Public License for more details.
**
**  You should have received a copy of the GNU Lesser General Public
**  License along with this library; if not, write to the Free Software
**  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307  USA
**
*/

//! clanDisplay="Sprites"
//! header=display.h

#ifndef header_sprite
#define header_sprite

#if _MSC_VER > 1000
#pragma once
#endif

#include "surface.h"
#include "blend_func.h"
#include "../Core/Math/origin.h"

#include "../Core/Math/size.h"
#include "../Core/Math/rect.h"
#include "../Core/Resources/resource.h"

class CL_ResourceManager;
class CL_SpriteDescription;
class CL_Sprite_Generic;
class CL_GraphicContext;

//: This class handles displaying sprites on the screen. 
//- !group=Display/Sprites!
//- !header=display.h!
//- <p>There are two overviews describing the sprite system in ClanLib.
//- The <a href="../../Overview/sprites_overview.html">sprites overview</a>, and the
//- <a href="../../Overview/sprites_resources.html">sprites resources overview.</a></p>
class CL_Sprite
{ 
//! Enums:
public:
	enum ShowOnFinish
	{
		show_blank, show_last_frame, show_first_frame
	};
	
//! Construction:
public:
	//: Constructs a sprite.
	//param resource_id: Resource name of a sprite resource.
	//param manager: Resource manager used to load resource.
	//param sprite_description: Sprite description used to construct sprite.
	//param pack_texture: If true, will try to pack sprite into as few textures as possible.
	CL_Sprite(
		const std::string &resource_id,
		CL_ResourceManager *manager);

	CL_Sprite(const CL_SpriteDescription &sprite_description, bool pack_texture = true);

	CL_Sprite(const CL_Sprite &sprite);

	CL_Sprite();

	virtual ~CL_Sprite();

//! Attributes:
public:
	//: Returns current angle in degrees.
	float get_angle() const;

	//: Returns the base angle in degrees - angle added to any rotation set with set_rotate() or rotate().
	float get_base_angle() const;

	//: Returns scale for x and y.
	//- <p> 1.0f is normal scale, 2.0f is twice the size, etc. </p>
	void get_scale(float &x, float &y) const;

	//: Returns current alpha.
	//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
	float get_alpha() const;

	//: Returns current color.
	//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
	void get_color(float &red, float &green, float &blue, float &alpha) const;
	CL_Color get_color() const {float r,g,b,a; get_color(r,g,b,a); return CL_Color(int(r*255.0f),int(g*255.0f),int(b*255.0f),int(a*255.0f));}

	//: Returns blending functions.
	void get_blend_func(CL_BlendFunc &src, CL_BlendFunc &dest) const;

	//: Returns translation hotspot.
	void get_alignment(CL_Origin &origin, int &x, int &y) const;

	//: Returns rotation hotspot.
	void get_rotation_hotspot(CL_Origin &origin, int &x, int &y) const;

	//: Returns current frame in animation. 0 is first frame.
	int get_current_frame() const;

	//: Returns number of frames in animation.
	int get_frame_count() const;

	//: Returns the delay of a frame. 0 is first frame.
	float get_frame_delay(int frame) const;

	//: Returns the translation offset of a frame. 0 is first frame.
	CL_Point get_frame_offset(int frame) const;
	
	//: Returns the size of a frame. 0 is first frame.
	CL_Size get_frame_size(int frame) const;

        //: Return the width of the current frame, shortcut for
        //: 'get_frame_size(get_current_frame()).width'
        int get_width() const;

        //: Return the height of the current frame, shortcut for
        //: 'get_frame_size(get_current_frame()).height'
        int get_height() const;

	//: Returns the surface of a frame. 0 is first frame.
	//- <p> Returns an empty surface if frame is invalid. </p>
	CL_Surface get_frame_surface(int frame) const;

	//: Returns the attached id (if exists).
	int get_id() const;
	
	//: Returns true if this is an unattached sprite.
	bool is_null() const;
	
	//: Returns true if animation is played in loop (more than once).
	bool is_play_loop() const;

	//: Returns true if animation is played in from right to left (starts at end).
	bool is_play_backward() const;

	//: Returns true if animation is played in ping-pong mode.
	bool is_play_pingpong() const;

	//: Returns an enum for what is shown when the animation is finished.
	//- <p> If show_blank is returned, nothing is shown when animation is done. </p>
	ShowOnFinish get_show_on_finish() const;

	//: Returns true if animation is finished.
	//- <p> When an animation is finished, it will no longer show, unless ShowLastFrame is set
	//- to anything other than show_blank </p>
	bool is_finished() const;

	//: Resource owning this sprite, if any.
	CL_Resource resource;

//! Operations:
public:
	//: Copy assignment operator.
	CL_Sprite &operator =(const CL_Sprite &copy);

	//: Return true if the CL_Sprite is valid and useable
	operator bool () const;

	//: Sets the image data from another sprite.
	//- Use this to change the look of your sprite.
	void set_image_data(const CL_Sprite &image_source);
	
	//: Draw sprite on graphic context.
	//param x, y: Anchor position of where to render sprite. Actual rendering position depends on the anchor and the alignment mode.
	//param gc: Graphic context on which to render upon. If null, will use CL_Display's current graphic context.
	//param dest: Rectangle to draw sprite in.
	void draw(
		int x,
		int y,
		CL_GraphicContext *gc = 0);

	void draw(
		const CL_Rect &dest,
		CL_GraphicContext *gc = 0);

	//: Call this function to update the animation.
	//- Returns the time elapsed parameter, the automatic calculated one if you used 0.
	//param time_elapsed: milliseconds since last update. Use 0 for automatic time calculation.
	float update(float time_elapsed = 0);

	//: Set absolute rotation angle in degrees.
	void set_angle(float angle);

	//: Add angle (in degrees) to current angle.
	void rotate(float angle);

	//: Sets the base angle in degrees - angle added to any rotation set with set_rotate() or rotate().
	void set_base_angle(float angle);

	//: Set scale for x and y directions individually.
	//- <p> 1.0f is normal scale, 2.0f is twice the size, etc. </p>
	void set_scale(float x, float y);

	//: Sets transparency.
	//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
	void set_alpha(float alpha);

	//: Sets the color.
	//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
	void set_color(float r, float g, float b, float a = 1.0f);
	void set_color(const CL_Color& c) {set_color(float(c.get_red())/255.0f,float(c.get_green())/255.0f,float(c.get_blue())/255.0f,float(c.get_alpha())/255.0f);}

	//: Sets blending functions.
	void set_blend_func(CL_BlendFunc src, CL_BlendFunc dest);

	//: Sets translation hotspot.
	void set_alignment(CL_Origin origin, int x = 0, int y = 0);

	//: Sets rotation hotspot.
	void set_rotation_hotspot(CL_Origin origin, int x = 0, int y = 0);

	//: Sets current animation frame. 0 is first frame.
	//: It will cap to available range.
	void set_frame(unsigned int frame);

	//: Sets the delay of a specific frame. 0 is first frame.
	void set_frame_delay(int frame, float delay);

	//: Sets the translate offset of a specific frame. 0 is first frame.
	void set_frame_offset(int frame, CL_Point offset);
	
	//: Sets an attached id.
	void set_id(int id);
	
	//: Finish animation.
	//- <p> When an animation is finished, it will no longer show, unless ShowLastFrame is set to anything
	//- other than show_blank </p>
	void finish();

	//: Restart animation.
	void restart();

	//: Set to true if animation should loop, false otherwise.
	void set_play_loop(bool loop = true);

	//: Set to true if animation should loop, false otherwise.
	void set_play_pingpong(bool pingpong = true);

	//: Set to true if animation should go backward (start at end).
	void set_play_backward(bool backward = true);

	//: Set what is shown when the animation is finished.
	void set_show_on_finish(CL_Sprite::ShowOnFinish show_on_finish);

//! Signals:
public:
	CL_Signal_v0 &sig_animation_finished();
	
//! Implementation:
private:
	CL_Sprite_Generic *impl;
};

#endif

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