/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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 3 of the License, or * (at your option) any later version. * * This program 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 this program. If not, see . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #ifndef CRAB_ANIMFRAME_H #define CRAB_ANIMFRAME_H #include "crab/Rectangle.h" #include "crab/vectors.h" #include "crab/animation/shadow.h" namespace Crab { namespace pyrodactyl { namespace anim { struct AnimFrame { // Portion of sprite to show Rect _clip; // The duration for which the frame must be repeated on screen uint32 _repeat; // The anchor point of the frame Vector2i _anchor; // The vulnerable hit box for this frame Rect _boxV; AnimFrame() { _repeat = 0; } void load(rapidxml::xml_node *node, const Rect &VBOX, const uint32 &REP = 0, const int &AX = 0, const int &AY = 0); }; class AnimationFrames { // The global vulnerable hit box for all the frames // If the W or H of this is 0, then use individual frame values Rect _boxV; public: // The frames for the animation Common::Array _frame; // The currentClip uint _currentClip; // Should we flip the images in the frame rectangle? TextureFlipType _flip; // The global repeat value for all the frames // If this is 0, then use individual frame values uint32 _repeat; // The global anchor value for all the frames // If this is 0, then use individual frame values Vector2i _anchor; // true if animation starts at a random frame // used for idle animations so that every sprite doesn't animate in sync bool _random; // Does this set of animation frames need a specific shadow offset? ShadowOffset _shadow; AnimationFrames() { reset(); _flip = FLIP_NONE; _repeat = 0; _random = false; } void reset() { _currentClip = 0; } void load(rapidxml::xml_node *node); bool updateClip(); const AnimFrame ¤tFrame(); }; } // End of namespace anim } // End of namespace pyrodactyl } // End of namespace Crab #endif // CRAB_ANIMFRAME_H