/usr/include/ClanLib-1.0/ClanLib/Display/sprite.h is in libclanlib-dev 1.0~svn3827-6.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 | /*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
//! clanDisplay="Sprites"
//! header=display.h
#ifndef header_sprite
#define header_sprite
#ifdef CL_API_DLL
#ifdef CL_DISPLAY_EXPORT
#define CL_API_DISPLAY __declspec(dllexport)
#else
#define CL_API_DISPLAY __declspec(dllimport)
#endif
#else
#define CL_API_DISPLAY
#endif
#if _MSC_VER > 1000
#pragma once
#endif
#include "surface.h"
#include "blend_func.h"
#include "../Core/Math/origin.h"
#include "../Core/Math/size.h"
#include "../Core/Math/rect.h"
#include "../Core/Resources/resource.h"
class CL_ResourceManager;
class CL_SpriteDescription;
class CL_Sprite_Generic;
class CL_GraphicContext;
//: This class handles displaying sprites on the screen.
//- !group=Display/Sprites!
//- !header=display.h!
//- <p>There are two overviews describing the sprite system in ClanLib.
//- The <a href="../../Overview/sprites_overview.html">sprites overview</a>, and the
//- <a href="../../Overview/sprites_resources.html">sprites resources overview.</a></p>
class CL_API_DISPLAY CL_Sprite
{
//! Enums:
public:
enum ShowOnFinish
{
show_blank, show_last_frame, show_first_frame
};
//! Construction:
public:
//: Constructs a sprite.
//param resource_id: Resource name of a sprite resource.
//param manager: Resource manager used to load resource.
//param sprite_description: Sprite description used to construct sprite.
//param pack_texture: If true, will try to pack sprite into as few textures as possible.
CL_Sprite(
const std::string &resource_id,
CL_ResourceManager *manager);
CL_Sprite(const CL_SpriteDescription &sprite_description, bool pack_texture = true);
CL_Sprite(const CL_SpriteDescription &sprite_description, bool pack_texture, unsigned int min_width, unsigned int min_height);
CL_Sprite(const CL_Sprite &sprite);
CL_Sprite();
virtual ~CL_Sprite();
//! Attributes:
public:
//: Returns current angle in degrees.
float get_angle() const;
//: Returns the current rotational yaw angle in degrees.
float get_angle_yaw() const;
//: Returns the current rotational pitch angle in degrees.
float get_angle_pitch() const;
//: Returns the base angle in degrees - angle added to any rotation set with set_rotate() or rotate().
float get_base_angle() const;
//: Returns scale for x and y.
//- <p> 1.0f is normal scale, 2.0f is twice the size, etc. </p>
void get_scale(float &x, float &y) const;
//: Returns current alpha.
//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
float get_alpha() const;
//: Returns current color.
//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
void get_color(float &red, float &green, float &blue, float &alpha) const;
CL_Color get_color() const {float r,g,b,a; get_color(r,g,b,a); return CL_Color(int(r*255.0f),int(g*255.0f),int(b*255.0f),int(a*255.0f));}
//: Returns blending functions.
void get_blend_func(CL_BlendFunc &src, CL_BlendFunc &dest) const;
//: Returns translation hotspot.
void get_alignment(CL_Origin &origin, int &x, int &y) const;
//: Returns rotation hotspot.
void get_rotation_hotspot(CL_Origin &origin, int &x, int &y) const;
//: Returns current frame in animation. 0 is first frame.
int get_current_frame() const;
//: Returns number of frames in animation.
int get_frame_count() const;
//: Returns the delay of a frame. 0 is first frame.
float get_frame_delay(int frame) const;
//: Returns the translation offset of a frame. 0 is first frame.
CL_Point get_frame_offset(int frame) const;
//: Returns the size of a frame. 0 is first frame.
CL_Size get_frame_size(int frame) const;
//: Return the width of the current frame, shortcut for
//: 'get_frame_size(get_current_frame()).width'
int get_width() const;
//: Return the height of the current frame, shortcut for
//: 'get_frame_size(get_current_frame()).height'
int get_height() const;
//: Returns the surface of a frame. 0 is first frame.
//- <p> Returns an empty surface if frame is invalid. </p>
CL_Surface get_frame_surface(int frame) const;
//: Returns the surface of a frame and its position. 0 is first frame.
//- <p> Returns an empty surface if frame is invalid. </p>
CL_Surface get_frame_surface(int frame, CL_Rect &surface_rect) const;
//: Returns a CL_PixelBuffer with the same dimensions
//: as this sprite.
//- <p> Returns an empty pixelbuffer if frame is invalid. </p>
CL_PixelBuffer get_frame_pixeldata(int frame) const;
//: Returns the attached id (if exists).
int get_id() const;
//: Returns true if this is an unattached sprite.
bool is_null() const;
//: Returns true if animation is played in loop (more than once).
bool is_play_loop() const;
//: Returns true if animation is played in from right to left (starts at end).
bool is_play_backward() const;
//: Returns true if animation is played in ping-pong mode.
bool is_play_pingpong() const;
//: Returns an enum for what is shown when the animation is finished.
//- <p> If show_blank is returned, nothing is shown when animation is done. </p>
ShowOnFinish get_show_on_finish() const;
//: Returns true if animation is finished.
//- <p> When an animation is finished, it will no longer show, unless ShowLastFrame is set
//- to anything other than show_blank </p>
bool is_finished() const;
//: Returns true if animation has looped in the last update cycle
bool is_looping() const;
//: Resource owning this sprite, if any.
CL_Resource resource;
//! Operations:
public:
//: Copy assignment operator.
CL_Sprite &operator =(const CL_Sprite ©);
//: Return true if the CL_Sprite is valid and useable
operator bool () const;
//: Sets the image data from another sprite.
//- Use this to change the look of your sprite.
void set_image_data(const CL_Sprite &image_source);
//: Draw sprite on graphic context.
//param x, y: Anchor position of where to render sprite. Actual rendering position depends on the anchor and the alignment mode.
//param gc: Graphic context on which to render upon. If null, will use CL_Display's current graphic context.
//param dest: Rectangle to draw sprite in.
void draw(
float x,
float y,
CL_GraphicContext *gc = 0);
void draw(
const CL_Rect &dest,
CL_GraphicContext *gc = 0);
//: sub pixel accuracy versions
void draw(
const CL_Rectf &dest,
CL_GraphicContext *gc = 0);
void draw(const CL_Surface_DrawParams1 & params1,
CL_GraphicContext *gc = 0);
void draw_subpixel(
float x,
float y,
CL_GraphicContext *gc = 0);
//: Calculate draw information and send it back. Returns false if sprite isn't currently drawn
//- This allows you to tweak the settings and call draw() for specific effects.
bool setup_draw_params(float x, float y, CL_Surface_DrawParams1 & params1, bool sub_pixel_accuracy);
//: Call this function to update the animation.
//- Returns the time elapsed parameter, the automatic calculated one if you used 0.
//param time_elapsed: milliseconds since last update. Use 0 for automatic time calculation.
float update(float time_elapsed = 0);
//: Set absolute rotation angle in degrees.
void set_angle(float angle);
//: Set absolute rotation pitch angle in degrees.
void set_angle_pitch(float angle);
//: Set absolute rotation yaw angle in degrees.
void set_angle_yaw(float angle);
//: Add angle in degrees to current angle.
void rotate(float angle);
//: Add angle in degrees to current pitch angle.
void rotate_pitch(float angle);
//: Add angle in degrees to current yaw angle.
void rotate_yaw(float angle);
//: Sets the base angle in degrees - angle added to any rotation set with set_rotate() or rotate().
void set_base_angle(float angle);
//: Set scale for x and y directions individually.
//- <p> 1.0f is normal scale, 2.0f is twice the size, etc. </p>
void set_scale(float x, float y);
//: Sets transparency.
//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
void set_alpha(float alpha);
//: Sets the color.
//- <p> Alpha 0.0f is full transparency, and 1.0f is full visibility (solid). </p>
void set_color(float r, float g, float b, float a = 1.0f);
void set_color(const CL_Color& c) {set_color(float(c.get_red())/255.0f,float(c.get_green())/255.0f,float(c.get_blue())/255.0f,float(c.get_alpha())/255.0f);}
//: Sets blending functions.
void set_blend_func(CL_BlendFunc src, CL_BlendFunc dest);
//: Sets blending functions.
void set_blend_func_separate(CL_BlendFunc src, CL_BlendFunc dest,
CL_BlendFunc src_alpha, CL_BlendFunc dest_alpha);
//: Sets translation hotspot.
void set_alignment(CL_Origin origin, int x = 0, int y = 0);
//: Sets rotation hotspot.
void set_rotation_hotspot(CL_Origin origin, int x = 0, int y = 0);
//: Sets current animation frame. 0 is first frame.
//: It will cap to available range.
void set_frame(unsigned int frame);
//: Sets the delay of a specific frame. 0 is first frame.
void set_frame_delay(int frame, float delay);
//: Sets the translate offset of a specific frame. 0 is first frame.
void set_frame_offset(int frame, CL_Point offset);
//: Sets an attached id.
void set_id(int id);
//: Finish animation.
//- <p> When an animation is finished, it will no longer show, unless ShowLastFrame is set to anything
//- other than show_blank </p>
void finish();
//: Restart animation.
void restart();
//: Set to true if animation should loop, false otherwise.
void set_play_loop(bool loop = true);
//: Set to true if animation should loop, false otherwise.
void set_play_pingpong(bool pingpong = true);
//: Set to true if animation should go backward (start at end).
void set_play_backward(bool backward = true);
//: Set what is shown when the animation is finished.
void set_show_on_finish(CL_Sprite::ShowOnFinish show_on_finish);
//: Adds a frame to the animation
void add_frame(CL_Surface surface, const CL_Rect& rect = CL_Rect(0,0,0,0), float delay = 0.06f, CL_Point offset = CL_Point(0, 0));
//! Signals:
public:
CL_Signal_v0 &sig_animation_finished();
//! Implementation:
private:
CL_Sprite_Generic *impl;
void createFromDescription(const CL_SpriteDescription &spritedescription, bool pack_texture, unsigned int min_width, unsigned int min_height);
};
#endif
|