#ifndef SPRITE_H #define SPRITE_H /* ----------------------------------------------------------------------------- File: Sprite.h Desc: A bitmap Actor that animates and moves around. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "Actor.h" #include "RageUtil.h" #include "RageTexture.h" class Sprite: public Actor { public: Sprite(); virtual ~Sprite(); virtual void DrawPrimitives(); virtual void Update( float fDeltaTime ); /* Just a convenience function; load an image that'll be used in the * background. */ virtual bool LoadBG( RageTextureID ID ); virtual bool Load( RageTextureID ID ); void UnloadTexture(); RageTexture* GetTexture() { return m_pTexture; }; virtual void EnableAnimation( bool bEnable ); virtual void SetState( int iNewState ); virtual int GetNumStates() { return m_States.size(); }; CString GetTexturePath() { return m_pTexture==NULL ? "" : m_pTexture->GetID().filename; }; void SetCustomTextureCoords( const RectF &newTexCoords ); const RectF* GetCustomTextureCoords() const; void SetCustomImageCoords( const RectF &newImageCoords ); // in image space (not texture space) void StopUsingCustomCoords(); const RectF* GetActiveTextureCoords() const; // depends on m_bUsingCustomTexCoords const RectF* GetCurrentTextureCoords() const; protected: virtual bool LoadFromTexture( RageTextureID ID ); virtual bool LoadFromSpriteFile( RageTextureID ID ); CString m_sSpritePath; RageTexture* m_pTexture; bool m_bDrawIfTextureNull; struct State { int iFrameIndex; float fDelay; // "seconds to show" }; vector m_States; int m_iCurState; float m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame bool m_bUsingCustomTexCoords; RectF m_CustomTexCoords; }; #endif