📄 spritehandler.cpp
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/*
* ============================================================================
* Name : CSpriteHandler from SpriteHandler.cpp
* Part of : Mopoid
* Created : 16.01.2004 by Andreas Jakl / Mopius - http://www.mopius.com/
* Description:
* Loads and manages sprite images.
* Version : 1.02
* Copyright:
* 'Mopoid' is free software; you can redistribute
* it and/or modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* 'Mopoid' 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 'Mopoid'; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
* ============================================================================
*/
#include "SpriteHandler.h"using namespace MopoidShared;CSpriteHandler::CSpriteHandler(){}CSpriteHandler::~CSpriteHandler(){
// Delete bitmaps
iSprites.DeleteAll();}CSpriteHandler* CSpriteHandler::NewL(){ CSpriteHandler* self = new (ELeave) CSpriteHandler; CleanupStack::PushL(self); self->ConstructL(); CleanupStack::Pop(self); return self;}// -----------------------------------------------------------------------// Construction leaving function (public)// -----------------------------------------------------------------------void CSpriteHandler::ConstructL(){
// Load sprites
_LIT(KBmpPanel, "panel.png");
iSprites[ESpritePanel] = CPngLoader::LoadImageL(KBmpPanel, EColor4K);
iSprites[ESpritePanelM] = NBitmapMethods::CreateMaskL(iSprites[ESpritePanel], EFalse, 0);
_LIT(KBmpBall, "ball.png");
iSprites[ESpriteBall] = CPngLoader::LoadImageL(KBmpBall, EColor4K);
iSprites[ESpriteBallM] = NBitmapMethods::CreateMaskL(iSprites[ESpriteBall], EFalse, 0);
_LIT(KBmpBrick, "bricks.png");
CPngLoader::LoadAndSplitImageL(KBmpBrick, &iSprites[ESpriteBrickNormal], 3, EColor4K);}
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