nomlib
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SpriteBatchAction.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_SPRITE_BATCH_ACTION_HPP
30#define NOMLIB_ACTIONS_SPRITE_BATCH_ACTION_HPP
31
32#include <memory>
33
34#include "nomlib/config.hpp"
35#include "nomlib/actions/IActionObject.hpp"
36
37namespace nom {
38
39// Forward declarations
40class SpriteBatch;
41
43class SpriteBatchAction: public virtual IActionObject
44{
45 public:
47 friend class ActionTest;
48
49 typedef SpriteBatchAction self_type;
50 typedef IActionObject derived_type;
51
61 SpriteBatchAction( const std::shared_ptr<SpriteBatch>& drawable,
62 real32 frame_interval_seconds );
63
64 virtual ~SpriteBatchAction();
65
66 virtual std::unique_ptr<IActionObject> clone() const override;
67
68 virtual IActionObject::FrameState next_frame(real32 delta_time) override;
69
70 virtual IActionObject::FrameState prev_frame(real32 delta_time) override;
71
72 virtual void pause(real32 delta_time) override;
73
74 virtual void resume(real32 delta_time) override;
75
76 virtual void rewind(real32 delta_time) override;
77
78 virtual void release() override;
79
80 private:
81 static const char* DEBUG_CLASS_NAME;
82
84 update(real32 t, real32 b, real32 c, real32 d);
85
86 void first_frame(real32 delta_time);
87 void last_frame(real32 delta_time);
88
91
94
96 std::shared_ptr<SpriteBatch> drawable_;
97
100 real32 last_delta_;
101};
102
103} // namespace nom
104
105#endif // include guard defined
106
FrameState
The update status of the action.
virtual void release() override
Free externally referenced resources held by the action.
virtual IActionObject::FrameState prev_frame(real32 delta_time) override
Play the action backwards in time by one time step.
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 std::unique_ptr< IActionObject > clone() const override
Create a deep copy instance of the action.
SpriteBatchAction(const std::shared_ptr< SpriteBatch > &drawable, real32 frame_interval_seconds)
Animate a sprite using a sprite sheet.
friend class ActionTest
Allow access into our private parts for unit testing.
uint32 initial_frame_
The initial sprite sheet frame to animate from.
virtual void pause(real32 delta_time) override
Freeze the action's internal state.
std::shared_ptr< SpriteBatch > drawable_
The drawable sprite.
virtual IActionObject::FrameState next_frame(real32 delta_time) override
Play the action forward in time by one time step.
real32 total_displacement_
The total number of sprite sheet frames to animate.
virtual void rewind(real32 delta_time) override
Reset the internal state of the action back to its initial starting values.
Extended sprite rendering using sprite sheets.