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nom::SpriteBatchAction Class Reference

Animate a sprite using a sprite sheet. More...

#include <SpriteBatchAction.hpp>

Inheritance diagram for nom::SpriteBatchAction:
[legend]

Public Types

typedef SpriteBatchAction self_type
typedef IActionObject derived_type
Public Types inherited from nom::IActionObject
enum  FrameState { COMPLETED , PLAYING }
 The update status of the action. More...
typedef IActionObject self_type
typedef std::function< real32(real32, real32, real32, real32)> timing_curve_func
 A function pointer to a timing mode.

Public Member Functions

 SpriteBatchAction (const std::shared_ptr< SpriteBatch > &drawable, real32 frame_interval_seconds)
 Animate a sprite using a sprite sheet.
virtual std::unique_ptr< IActionObject > clone () const override
 Create a deep copy instance of the action.
virtual IActionObject::FrameState next_frame (real32 delta_time) override
 Play the action forward in time by one time step.
virtual IActionObject::FrameState prev_frame (real32 delta_time) override
 Play the action backwards in time by one time step.
virtual void pause (real32 delta_time) override
 Freeze the action's internal state.
virtual void resume (real32 delta_time) override
 Resume the internal state of the action.
virtual void rewind (real32 delta_time) override
 Reset the internal state of the action back to its initial starting values.
virtual void release () override
 Free externally referenced resources held by the action.
Public Member Functions inherited from nom::IActionObject
const std::string & name () const
 Get the unique identifier of the action.
real32 duration () const
 Get the duration of the action.
real32 speed () const
 Get the speed modifier of the action.
const IActionObject::timing_curve_functiming_curve () const
 Get the timing mode function used by the action.
void set_name (const std::string &action_id)
 Set the unique identifier of the action.
virtual void set_speed (real32 speed)
 Set the speed factor of the action.
virtual void set_timing_curve (const IActionObject::timing_curve_func &mode)
 Set the timing mode of the action.

Private Member Functions

IActionObject::FrameState update (real32 t, real32 b, real32 c, real32 d)
void first_frame (real32 delta_time)
void last_frame (real32 delta_time)

Private Attributes

uint32 initial_frame_
 The initial sprite sheet frame to animate from.
real32 total_displacement_
 The total number of sprite sheet frames to animate.
std::shared_ptr< SpriteBatchdrawable_
 The drawable sprite.
real32 frame_interval_
 The delay (in seconds) before displaying the next texture.
real32 last_delta_

Static Private Attributes

static const char * DEBUG_CLASS_NAME

Friends

class ActionTest
 Allow access into our private parts for unit testing.

Additional Inherited Members

Protected Member Functions inherited from nom::IActionObject
IActionObject::FrameState status () const
 Get the current state of the action.
void set_duration (real32 seconds)
 Set the duration of the action.
void set_status (FrameState state)
 Set the state of the action.
Protected Attributes inherited from nom::IActionObject
real32 elapsed_frames_ = 0.0f
 Internal frames counter.
Timer timer_
 Internal time clock (milliseconds resolution).

Detailed Description

Animate a sprite using a sprite sheet.

...

Remarks
This action is reversible; the texture frames are displayed in the inverse order. For example, if the texture frames are {"tex0", "tex1", "tex2"}, the reversed order would be {"tex2", "tex1", "tex0"}.

Definition at line 43 of file SpriteBatchAction.hpp.

Member Typedef Documentation

◆ derived_type

typedef IActionObject nom::SpriteBatchAction::derived_type

Definition at line 50 of file SpriteBatchAction.hpp.

◆ self_type

typedef SpriteBatchAction nom::SpriteBatchAction::self_type

Definition at line 49 of file SpriteBatchAction.hpp.

Constructor & Destructor Documentation

◆ SpriteBatchAction()

nom::SpriteBatchAction::SpriteBatchAction ( const std::shared_ptr< SpriteBatch > & drawable,
real32 frame_interval_seconds )

Animate a sprite using a sprite sheet.

Parameters
drawableA valid nom::SpriteBatch instance with a pre-loaded nom::SpriteSheet filled with the frames to iterate through.
frame_interval_secondsThe duration (in seconds) that each texture is displayed.
See also
nom::SpriteBatch, nom::SpriteSheet

Member Function Documentation

◆ clone()

virtual std::unique_ptr< IActionObject > nom::SpriteBatchAction::clone ( ) const
overridevirtual

Create a deep copy instance of the action.

Remarks
A cloned instance is created using the action's attributes at the time of construction. External resources of the action – i.e.: nom::Sprite – are not modified, and you may need to reset the state appropriately if the action has been ran previously.

Implements nom::IActionObject.

◆ next_frame()

virtual IActionObject::FrameState nom::SpriteBatchAction::next_frame ( real32 delta_time)
overridevirtual

Play the action forward in time by one time step.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::DispatchQueue

Implements nom::IActionObject.

◆ pause()

virtual void nom::SpriteBatchAction::pause ( real32 delta_time)
overridevirtual

Freeze the action's internal state.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::DispatchQueue

Implements nom::IActionObject.

◆ prev_frame()

virtual IActionObject::FrameState nom::SpriteBatchAction::prev_frame ( real32 delta_time)
overridevirtual

Play the action backwards in time by one time step.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
Remarks
Not all actions are reversible – see the action's documentation for its implementation details.
See also
nom::ReversedAction

Implements nom::IActionObject.

◆ release()

virtual void nom::SpriteBatchAction::release ( )
overridevirtual

Free externally referenced resources held by the action.

Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::RemoveAction

Implements nom::IActionObject.

◆ resume()

virtual void nom::SpriteBatchAction::resume ( real32 delta_time)
overridevirtual

Resume the internal state of the action.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::DispatchQueue

Implements nom::IActionObject.

◆ rewind()

virtual void nom::SpriteBatchAction::rewind ( real32 delta_time)
overridevirtual

Reset the internal state of the action back to its initial starting values.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::RepeatForAction, nom::RepeatForeverAction

Implements nom::IActionObject.

◆ ActionTest

friend class ActionTest
friend

Allow access into our private parts for unit testing.

Definition at line 47 of file SpriteBatchAction.hpp.

Member Data Documentation

◆ DEBUG_CLASS_NAME

const char* nom::SpriteBatchAction::DEBUG_CLASS_NAME
staticprivate

Definition at line 81 of file SpriteBatchAction.hpp.

◆ drawable_

std::shared_ptr<SpriteBatch> nom::SpriteBatchAction::drawable_
private

The drawable sprite.

Definition at line 96 of file SpriteBatchAction.hpp.

◆ frame_interval_

real32 nom::SpriteBatchAction::frame_interval_
private

The delay (in seconds) before displaying the next texture.

Definition at line 99 of file SpriteBatchAction.hpp.

◆ initial_frame_

uint32 nom::SpriteBatchAction::initial_frame_
private

The initial sprite sheet frame to animate from.

Definition at line 90 of file SpriteBatchAction.hpp.

◆ last_delta_

real32 nom::SpriteBatchAction::last_delta_
private

Definition at line 100 of file SpriteBatchAction.hpp.

◆ total_displacement_

real32 nom::SpriteBatchAction::total_displacement_
private

The total number of sprite sheet frames to animate.

Definition at line 93 of file SpriteBatchAction.hpp.


The documentation for this class was generated from the following file: