nomlib
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AnimateTexturesAction.hpp
1/******************************************************************************
2
3 nomlib - C++11 cross-platform game engine
4
5Copyright (c) 2013, 2014 Jeffrey Carpenter <i8degrees@gmail.com>
6All rights reserved.
7
8Redistribution and use in source and binary forms, with or without
9modification, are permitted provided that the following conditions are met:
10
111. Redistributions of source code must retain the above copyright notice, this
12 list of conditions and the following disclaimer.
132. Redistributions in binary form must reproduce the above copyright notice,
14 this list of conditions and the following disclaimer in the documentation
15 and/or other materials provided with the distribution.
16
17THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
18ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
21ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
26SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
28******************************************************************************/
29#ifndef NOMLIB_ACTIONS_ANIMATE_TEXTURES_ACTION_HPP
30#define NOMLIB_ACTIONS_ANIMATE_TEXTURES_ACTION_HPP
31
32#include <memory>
33#include <vector>
34
35#include "nomlib/config.hpp"
36#include "nomlib/actions/IActionObject.hpp"
37
38namespace nom {
39
40// Forward declarations
41class Texture;
42class Sprite;
43
44typedef std::vector<std::shared_ptr<Texture>> texture_frames;
45
47class AnimateTexturesAction: public virtual IActionObject
48{
49 public:
51 friend class ActionTest;
52
53 typedef AnimateTexturesAction self_type;
54 typedef IActionObject derived_type;
55
66 AnimateTexturesAction( const std::shared_ptr<Sprite>& drawable,
67 const texture_frames& textures,
68 real32 frame_interval_seconds );
69
70 virtual ~AnimateTexturesAction();
71
72 virtual std::unique_ptr<IActionObject> clone() const override;
73
74 virtual IActionObject::FrameState next_frame(real32 delta_time) override;
75
76 virtual IActionObject::FrameState prev_frame(real32 delta_time) override;
77
78 virtual void pause(real32 delta_time) override;
79
80 virtual void resume(real32 delta_time) override;
81
82 virtual void rewind(real32 delta_time) override;
83
84 virtual void release() override;
85
86 private:
87 static const char* DEBUG_CLASS_NAME;
88
89 void initialize(const texture_frames& textures, real32 frame_interval);
90
92 update(real32 t, real32 b, real32 c, real32 d);
93
94 void first_frame(real32 delta_time);
95 void last_frame(real32 delta_time);
96
97 typedef texture_frames::iterator frame_iterator;
98
101
104
106 texture_frames frames_;
107 frame_iterator next_frame_;
108 frame_iterator last_frame_;
109
111 std::shared_ptr<Sprite> drawable_;
112
115 real32 last_delta_;
116};
117
118} // namespace nom
119
120#endif // include guard defined
121
real32 frame_interval_
The delay (in seconds) before displaying the next texture.
virtual void resume(real32 delta_time) override
Resume the internal state of the action.
virtual IActionObject::FrameState next_frame(real32 delta_time) override
Play the action forward in time by one time step.
texture_frames frames_
The stored textures.
real32 total_displacement_
The total number of textures to animate.
friend class ActionTest
Allow access into our private parts for unit testing.
AnimateTexturesAction(const std::shared_ptr< Sprite > &drawable, const texture_frames &textures, real32 frame_interval_seconds)
Animate changes to a sprite’s texture.
virtual void pause(real32 delta_time) override
Freeze the action's internal state.
virtual void release() override
Free externally referenced resources held by the action.
virtual void rewind(real32 delta_time) override
Reset the internal state of the action back to its initial starting values.
virtual std::unique_ptr< IActionObject > clone() const override
Create a deep copy instance of the action.
virtual IActionObject::FrameState prev_frame(real32 delta_time) override
Play the action backwards in time by one time step.
std::shared_ptr< Sprite > drawable_
The provided drawable used to render frames to.
uint32 initial_frame_
The initial starting texture to animate from.
FrameState
The update status of the action.
Base class for bitmap objects.
Definition Sprite.hpp:49