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animatedsprite.h
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animatedsprite.h
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////////////////////////////////////////////////////////////
//
// Copyright (C) 2014 Maximilian Wagenbach (aka. Foaly) (foaly.f@web.de)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
// This file has been created using Maximilian Wagenbach (aka. Foaly) sources
// further modificated. Thank you Foaly.
#ifndef ANIMATEDSPRITE_INCLUDE
#define ANIMATEDSPRITE_INCLUDE
#include
<SFML/Graphics/RenderTarget.hpp>
#include
<SFML/System/Time.hpp>
#include
<SFML/Graphics/Drawable.hpp>
#include
<SFML/Graphics/Transformable.hpp>
#include
<SFML/System/Vector2.hpp>
#include
"animation.h"
class
AnimatedSprite
:
public
sf
::
Drawable
,
public
sf
::
Transformable
{
public
:
explicit
AnimatedSprite
(
sf
::
Time
frameTime
=
sf
::
seconds
(
0.2f
),
bool
paused
=
false
,
bool
looped
=
true
);
void
update
(
sf
::
Time
deltaTime
);
void
setAnimation
(
const
Animation
&
animation
);
void
setFrameTime
(
sf
::
Time
time
);
void
play
();
void
play
(
const
Animation
&
animation
);
void
pause
();
void
stop
();
void
setLooped
(
bool
looped
);
void
setColor
(
const
sf
::
Color
&
color
);
const
Animation
*
getAnimation
()
const
;
sf
::
FloatRect
getLocalBounds
()
const
;
sf
::
FloatRect
getGlobalBounds
()
const
;
bool
isLooped
()
const
;
bool
isPlaying
()
const
;
sf
::
Time
getFrameTime
()
const
;
void
setFrame
(
std
::
size_t
newFrame
,
bool
resetTime
=
true
);
const
Animation
*
m_animation
;
private
:
sf
::
Time
m_frameTime
;
sf
::
Time
m_currentTime
;
std
::
size_t
m_currentFrame
;
bool
m_isPaused
;
bool
m_isLooped
;
const
sf
::
Texture
*
m_texture
;
sf
::
Vertex
m_vertices
[
4
];
virtual
void
draw
(
sf
::
RenderTarget
&
target
,
sf
::
RenderStates
states
)
const
;
};
#endif
// ANIMATEDSPRITE_INCLUDE
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