Files
itgmania212121/stepmania/src/Sprite.h
T

120 lines
3.0 KiB
C++

/*
-----------------------------------------------------------------------------
File: Sprite.h
Desc: A bitmap Actor that animates and moves around.
Copyright (c) 2001 Chris Danford. All rights reserved.
-----------------------------------------------------------------------------
*/
#ifndef _SPRITE_H_
#define _SPRITE_H_
#include "Actor.h"
#include "RageUtil.h"
#include "RageTexture.h"
#define MAX_SPRITE_STATES 256
class Sprite: public Actor
{
public:
Sprite();
virtual ~Sprite();
enum SpriteEffect { no_effect,
blinking, camelion, glowing,
wagging, spinning,
vibrating, flickering
};
BOOL LoadFromTexture( CString sTexturePath );
BOOL LoadFromSpriteFile( CString sSpritePath );
void PrintDebugInfo();
virtual void Draw();
virtual void Update( const FLOAT &fDeltaTime );
void StartAnimating() { m_bIsAnimating = TRUE; };
void StopAnimating() { m_bIsAnimating = FALSE; };
void SetState( UINT uNewState );
UINT GetNumStates() { return m_uNumStates; };
CString GetTexturePath() { return m_sTexturePath; };
void SetCustomSrcRect( FRECT new_texcoord_frect ); // for cropping
void SetEffectNone();
void SetEffectBlinking( FLOAT fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(0.5f,0.5f,0.5f,1),
D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
void SetEffectCamelion( FLOAT fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(0,0,0,1),
D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
void SetEffectGlowing( FLOAT fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(0.4f,0.4f,0.4f,0),
D3DXCOLOR Color2 = D3DXCOLOR(1.0f,1.0f,1.0f,0) );
void SetEffectWagging( FLOAT fWagRadians = 0.2,
FLOAT fWagPeriod = 2.0 );
void SetEffectSpinning( FLOAT fRadsPerSpeed = 2.0 );
void SetEffectVibrating( FLOAT fVibrationDistance = 5.0 );
void SetEffectFlickering();
SpriteEffect GetEffect() { return m_Effect; };
protected:
void Init();
BOOL LoadTexture( CString sTexture );
CString m_sSpritePath;
LPRageTexture m_pTexture;
CString m_sTexturePath;
UINT m_uFrame[MAX_SPRITE_STATES]; // array of indicies into m_rectBitmapFrames
FLOAT m_fDelay[MAX_SPRITE_STATES];
UINT m_uNumStates;
UINT m_uCurState;
BOOL m_bIsAnimating;
FLOAT m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame
BOOL m_bUsingCustomTexCoordRect;
FRECT m_CustomTexCoordRect;
SpriteEffect m_Effect;
// Counting variables for sprite effects:
// camelion and glowing:
// D3DXCOLOR m_Color2;
FLOAT m_fPercentBetweenColors;
BOOL m_bTweeningTowardEndColor; // TRUE is fading toward end_color, FALSE if fading toward start_color
FLOAT m_fDeltaPercentPerSecond; // percentage change in tweening per second
// wagging:
FLOAT m_fWagRadians;
FLOAT m_fWagPeriod; // seconds to complete a wag (back and forth)
FLOAT m_fWagTimer; // num of seconds into this wag
// spinning:
FLOAT m_fSpinSpeed; // radians per second
// vibrating:
FLOAT m_fVibrationDistance;
// flickering:
BOOL m_bVisibleThisFrame;
};
#endif